3d-asset-pipeline
Skill44 starsChanged 23 days agoMITView on GitHub
Generate, preview and animate 3D game models as glTF.
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1 other project uses a version of this.
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- MRCalderon3D/everything-game-dev-codetheir own version, first seen Oct 13, 2026
Other versions1 project uses a version of this.
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Wrote their own version · 1
- MRCalderon3D/everything-game-dev-code★ 105same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository9 other files it gives its agents.
- blender-pipelineSkill
- game-audioSkill
- game-reverse-engineeringSkill
- game-studioSkill
- godot-devSkill
- pixel-art-pipelineSkill
- playtestingSkill
- ship-itSkill
- unity-devSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 42
No key? source=procedural kind=character animations=[walk,wave] gives a rigged, animated, engine-ready .glb offline, so the rest of the …
- Very specific: line 53
Look at views (front, ¾, side, top) with vision_analyze.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
3D Asset Pipeline Skill
forge_model3d makes .glb models three ways — offline low-poly generators with animation clips, AI
text/image-to-3D through Tripo (with auto-rigging and preset animations), fal.ai or Meshy, or import — and always returns views + a turntable GIF.
When to Use
Props, environment pieces, simple animated characters, or AI models from a prompt or concept image.
Prerequisites
None for procedural. AI: FAL_KEY or MESHY_API_KEY in the GameForge plugin settings (each request is
sent to that provider and billed by them). Blender optional for conversion/LODs.
How to Run
- Procedural:
kind=<tree|pine|rock|crystal|house|tower|terrain|dungeon|character|chest|coin|potion|sword| mushroom|spaceship|cloud|fence|barrel> seed=N. - Animated:
kind=character animations=[walk,idle,wave];kind=chest animations=[open]; any model:spin,bob,bounce,pulse. Clips are named glTF animations every engine can play. - Dungeon from a layout:
kind=dungeon layout=["#####","#.C.#","#####"]. - AI:
source=tripo prompt="a mossy stone well, low poly"(needsTRIPO_API_KEY), orsource=fal/source=meshywithprompt=/image=(model=overrides the endpoint). - Rigged character in one call:
source=tripo prompt="a brass goblin chieftain" rig=true animate=[walk,wave]— generation →animations/rig→animations/retarget→.glbwith clips.animate=impliesrig=true; up to five presets (idle, walk, run, jump, slash, shoot, hurt, fall, turn, climb, dive, or "preset:quadruped:walk"-style forms). - No key?
source=procedural kind=character animations=[walk,wave]gives a rigged, animated, engine-ready.glboffline, so the rest of the pipeline can be built before spending credits. - Then: LODs / FBX via
gameforge:blender-pipeline.
Pitfalls
- Procedural models use vertex colours, no textures: tint in-engine with a material if needed.
- AI generations take 30 s–5 min; the call waits up to
timeoutseconds.
Verification
Look at views (front, ¾, side, top) with vision_analyze; triangles stays within your budget.
Does it work?
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