Agent skill

Build Rigged Game Assets

by nirholas in nirholas/three.ws

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…

Apache-2.0Auto-check passedGame Development

Install Build Rigged Game Assets

skills CLI
$ npx skills add nirholas/three.ws --skill build-rigged-game-assets -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nirholas/three.ws build-rigged-game-assets --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets .claude/skills/build-rigged-game-assets && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
build-rigged-game-assets
GitHub stars
229
Used in
1 other repo
Token cost
~1.9k tokens
SKILL.md length
918 words
Files
7 (incl. scripts, references, assets)
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…

  • Works in 5 steps: Preserve the source. → Produce the main model. → Build one stable rig. → …
  • Importing FBX/GLB game actors
  • SKILL.md covers Establish the contract first, Build the common actor package, Apply the character profile and Apply the monster profile, plus 2 more sections
  • Runs Python scripts from its folder; calls git

What it does

Build Rigged Game Assets is an agent skill from nirholas/three.ws. Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an…

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts, reference files and assets (for example `agents/openai.yaml`, `assets/character-asset-manifest.template.json` and `assets/monster-asset-manifest.template.json`).

It sits in Game Development, covering Game assets and audio. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Importing FBX/GLB game actors
  • Defining character-versus-monster asset requirements
  • Separating swords
  • Wiring an asset into gameplay

Example prompts

  • “/build-rigged-game-assets”

Requirements

  • Python 3

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Preserve the source.
  2. Produce the main model.
  3. Build one stable rig.
  4. Build the action library.
  5. Build runtime integration.

What it can do on your machine

Read from SKILL.md and the folder at commit 66624fb. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • git

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Build Rigged Game Assets loads about 1.9k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 163 tokens; SKILL.md has 918 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~163
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from nirholas/three.ws at commit 66624fb, republished under its Apache-2.0 licence (© nirholas). 918 words, ~1,939 tokens.

Download SKILL.mdSave it as .claude/skills/build-rigged-game-assets/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
build-rigged-game-assets
description
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

Build Rigged Game Assets

Build one truthful actor package from source reference through gameplay and catalog proof.

Establish the contract first

Inspect repository truth before generating or editing files:

  • Locate the source image/model, runtime loader, skeleton conventions, action API, equipment system, collision system, catalog schema, review routes, budgets, and tests.
  • Classify the actor as character or monster.
  • Classify delivery as catalog-only, review-only, or runtime. Do not call an asset implemented until gameplay loads it.
  • Preserve immutable source artifacts separately from optimized runtime files.
  • Decide target formats before using a credit-bearing generator.

Copy the matching template from assets/, fill it in, and keep it beside the implementation or in the project’s asset metadata location:

  • character-asset-manifest.template.json
  • monster-asset-manifest.template.json

Run scripts/validate_asset_manifest.py <manifest> before building. Re-run with --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.

Read references/requirements.md before creating the model, rig, actions, equipment, sockets, or collision data. Read references/catalog-and-testing.md when adding the catalog card, inspector, moveset route, telemetry, or release tests.

Build the common actor package

  1. Preserve the source.
    • Record reference images, source tasks, imported files, licenses, generator/model, and material provenance.
    • Never overwrite the high-detail source with the runtime optimization.
  2. Produce the main model.
    • Normalize scale, Y-up, forward axis, pivot, ground contact, materials, textures, and triangle budget.
    • Ground from feet or authored contact sockets, never a weapon tip, cloth tail, shadow, or VFX.
    • Remove isolated triangles, non-manifold fragments, duplicate surfaces, hidden generator debris, and unused nodes.
  3. Build one stable rig.
    • Name root, hips/center mass, head, limbs, feet, and attachment sockets explicitly.
    • Keep at most four normalized skin influences per vertex unless the engine contract says otherwise.
    • Preserve a deterministic bind pose, finite transforms, positive usable scale, and compatible skeleton identity across every clip.
  4. Build the action library.
    • Give every clip a stable id, semantic role, loop policy, root-motion policy, duration, contact events, and source.
    • Prefer animation-only GLBs for separate clips. They must not smuggle duplicate meshes, materials, or textures.
    • Make non-looping actions restartable and return to the intended locomotion/idle state.
  5. Build runtime integration.
    • Use one asset-specific loader/factory with disposal for geometry, materials, textures, mixers, events, observers, renderers, and animation frames.
    • Publish source, model, rig, socket, action, equipment, collider, triangle, material, and status metadata.
    • Keep a truthful rollback path when replacing a shipped runtime asset.

Apply the character profile

Treat the main model as the persistent body/base layer. Do not fuse swappable equipment into it.

  • Declare every canonical slot: headgear, vestment, gloves, leggings, boots, main hand, offhand, and back/ranged.
  • Mark unsupported slots explicitly instead of silently omitting them.
  • Store supported swords, shields, bows, helmets, armor, and accessories as separate assets or independently addressable roots.
  • Bind equipment to named sockets. Declare active and stowed sockets when an item changes state.
  • Toggling a slot off must leave no floating trim, grip, one-triangle shards, duplicate baked weapon, or incidental gameplay prop.
  • When the source contains no body beneath occluded equipment, create a fitted rig-following underlayer and record that limitation. Do not invent invisible anatomy claims.
  • Require the character action roles idle, walk, run, primary-attack, hit, dodge, and death. Add block/ward, charged attack, cast, bow aim/shoot, jump, interaction, or class actions when gameplay exposes them.
  • Keep equipment visibility independent from action selection unless the action deliberately changes active/stowed state.
Show full SKILL.md (376 more words)Show less

Apply the monster profile

Treat a monster as one authored combat actor, not a player wardrobe.

  • Do not require wearable slots. Separate only weapons, breakable parts, dropped parts, projectiles, or props that must animate, hide, detach, or collide independently.
  • Require the monster action roles idle, locomotion, primary-attack, hit, and death.
  • Add secondary attack, ranged attack, pounce, cast, summon, block, stagger, roar, spawn, or phase-transition roles only when the combat design uses them.
  • Define navigation and hurt colliders plus per-attack telegraph, active, and recovery windows.
  • Bind attack origins, projectiles, VFX, audio, head/torso targeting, and feet to named sockets.
  • Keep visual animation separate from authoritative attack volumes, damage timing, AI state, and navigation.
  • Test every attack at its authored range, facing, contact window, interruption, death, and cleanup boundary.

Build the catalog lab

Create both surfaces:

  • Catalog card: transparent PNG, truthful label, zero WebGL canvases.
  • Selected inspector/review route: exactly one live model canvas with source, status, budgets, rig, sockets, actions, and known boundaries.

Provide:

  • drag-to-rotate while preserving page scroll;
  • action selection for every shipped clip, including visible Walk, Hit, and Death controls;
  • restart and pause/play;
  • equipment toggles for characters, including clean all-off and active/stowed states;
  • combat-state or attack controls for monsters instead of character gear controls;
  • a fallback image until the real model is ready;
  • deterministic runtime telemetry defined in the catalog/testing reference.

The inspector must load the same runtime model, rig, clips, equipment rules, and action API claimed by gameplay. A screenshot or separate look-dev mesh is not runtime proof.

Verify and commit

Run the project’s focused asset tests, manifest validator, build, lint, full tests, and git diff --check.

In the repository-approved browser:

  • verify the card has one transparent image and zero canvases;
  • verify the inspector has one model host/canvas;
  • click every action and confirm the selected/playing state;
  • toggle every character slot individually and all equipment off;
  • inspect front, back, and both sides for fragments, holes, grounding, and socket errors;
  • drag the model, scroll the page, and test the supported narrow/mobile layout;
  • verify fallback and model-load failure behavior;
  • verify no broken media or console warning/error.

Commit only the narrow asset lane. Report the manifest, main/runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries, and exact commit SHA. Report full-suite baseline failures separately.

© nirholas, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (scripts, references, assets) in third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • assets/character-asset-manifest.template.json
  • assets/monster-asset-manifest.template.json
  • references/catalog-and-testing.md
  • references/requirements.md
  • scripts/validate_asset_manifest.py

Open the folder on GitHubat commit 66624fb

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

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Questions about Build Rigged Game Assets

What does Build Rigged Game Assets do?

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized…. ws. Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector.

When should I use Build Rigged Game Assets?

Build Rigged Game Assets fits situations like: importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords; wiring an asset into gameplay.

How do I install Build Rigged Game Assets in Claude Code?

Run `npx skills add nirholas/three.ws --skill build-rigged-game-assets -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets in nirholas/three.ws) into .claude/skills/build-rigged-game-assets in your project. Claude Code loads it when a task matches its description.

How do I install Build Rigged Game Assets in Codex?

Run `npx skills add nirholas/three.ws --skill build-rigged-game-assets -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-rigged-game-assets in nirholas/three.ws) into .agents/skills/build-rigged-game-assets in your project. Codex loads it when a task matches its description.

Can I use Build Rigged Game Assets in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nirholas/three.ws --skill build-rigged-game-assets -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/build-rigged-game-assets, .gemini/skills/build-rigged-game-assets, .github/skills/build-rigged-game-assets and .opencode/skills/build-rigged-game-assets in your project.

What does Build Rigged Game Assets need to run?

Going by SKILL.md and its folder, Build Rigged Game Assets needs Python for the scripts in its folder and the command-line tools its instructions call (git). Our summary lists: Python 3.

Does Build Rigged Game Assets access the network?

SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Build Rigged Game Assets safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Build Rigged Game Assets use?

Build Rigged Game Assets is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Build Rigged Game Assets use?

About 1.9k tokens (SKILL.md is roughly 7.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.

What are the alternatives to Build Rigged Game Assets?

Skills that share tags, products or a category with Build Rigged Game Assets: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Build Rigged Game Assets?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 229 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 10, 2026.

Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.