character-model
Skill2 starsChanged 49 days agoApache-2.0View on GitHub
Entry point for producing a game-ready character — locked 3-panel reference sheet in the project style, turnaround and expression sheets, wardrobe variants, and (where a 3D model generator is available) a textured mesh with the sheet as its reference. Use when the user says "character model", "3D character", "make a character for my game", or asks for a consistent character across many shots.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- wolffe/three.js-skillstheir own version, first seen Nov 1, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- wolffe/three.js-skills★ 4same 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 repository74 other files it gives its agents.
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- film-storySkill
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is 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.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 58
Style guard: Every output is checked against style.json.
≈ “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
Character Model
Make a character that looks like itself in every shot and every engine.
What the user gets
| Deliverable | Format |
| Reference sheet | 3-panel (front / back / face), plain grey, even light — the identity lock every other skill uses |
| Turnaround | 8-view (front, 3/4, side, 3/4 back, back, and mirrors) from the locked sheet |
| Expression sheet | 6 expressions on the locked face |
| Wardrobe variants | same face, new outfit — from a prop sheet of the outfit, never from text alone |
| 3D mesh (optional) | textured GLB/FBX generated from the sheet when a 3D model provider is configured |
| asset-map entry | name, file, public URL, description, continuity-critical features |
What the user has to do
- Describe the character in a sentence, or upload a reference.
- Pick a style by letter if the project has none.
- Pick the sheet from 2–4 candidates.
How it runs
film-style-library → sheet_modifier for this style
film-character-sheet → 3-panel sheet ×4 → reject test → user picks → lock → public URL
turnaround pass → 8 views, sheet as reference, same backdrop and light
expression pass → 6 faces, sheet as reference
wardrobe variants → film-prop-sheet (outfit on ghost mannequin) + two-image edit
3D pass (optional) → mesh generator with sheet as image reference; preview render;
style guard checks the render against style.jsonRules this entry enforces
- The sheet is the source of truth. Turnarounds, expressions, variants and meshes are all generated from the locked sheet as an image reference, never re-described from text. Text re-description is how faces drift.
- Grey, even, shadowless. Any light pattern on the sheet becomes a feature the video model reproduces in every scene.
- One asymmetric marker. A mole, a scar, a heavier brow. "Handsome, stubble" describes a thousand men.
- Feet in frame, true back view. Proportions and the back must be known or they drift when the character turns.
- Wardrobe is a two-image edit. Character sheet + outfit sheet → same face in the new clothes. Describing the outfit in words gives a different person.
- Style guard. Every output is checked against
style.json. A photoreal face in an anime project stops the pipeline with a one-line fix. - Continuity-critical list.
asset-map.jsonnames the features a viewer would notice changing; every downstream prompt repeats them.
3D generation note
When a 3D provider is available (Meshy, Trellis, Hunyuan3D, or an MCP tool), the sheet's front panel is the image reference and the style header is the text. The preview render is compared to the sheet; a mismatch in silhouette or palette is a reject. Without a provider, the skill stops after the 2D deliverables and says so.
Example
User: A 30-year-old cartographer-knight, Spanish-Korean, black braid, leather
armour, brass compass. She appears in 6 of 8 blocks.
Skill: Style is B (UE5). Generating 4 sheets… c3 has catchlights, true back,
feet visible, scar through right brow on all panels. Lock c3?
User: Yes.
Skill: Turnaround (8) ✓ · Expressions (6) ✓ · Variant "battle-damaged" from
prop sheet ✓ · asset-map: ines · continuity_critical: face, braid,
brow scar, compass on left hip, map case.Related entries
boss-model— same pipeline scaled to a bossweapon-prop— the weapon as its own locked sheethero-skill-system— what this character can do
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
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