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LogicOberLogicOber/Worldview-Skills/skills/3d-assets/environment-scene/SKILL.md

environment-scene

Skill2 starsChanged 49 days agoApache-2.0View on GitHub

Entry point for a location asset — a 3/4-angle plate in the project style, a multi-angle coverage set (main, reverse, detail), a written spatial lock naming every fixed landmark, time-of-day and damage variants, and an optional 3D scene. Use when the user says "environment", "location", "scene", "arena", "room", "build the place where...".

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    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
  1. Very specific:

    Spatial lock is mandatory output: Every location ships with its lock text.

    line 52
  2. Distinctive:

    Plate is reference only: Every prompt that uses it says so, plus any override (empty stands → fully populated).

    line 53

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Environment Scene

Make a place that stays the same place from every angle and in every shot.

The problem this solves

A video model re-builds the room on every cut. Give it one plate and it copies the look; it does not remember where the door was. Two things fix this, and this skill produces both:

  1. Multi-angle coverage. Three plates of the same space — main, reverse, detail — so any shot has a reference from roughly its own angle.
  2. A spatial lock. A written floor plan naming every fixed thing and where it is, repeated at the top of every prompt that uses the location.

What the user gets

DeliverableFormat
Main plate3/4 angle, two walls visible, exact furniture count, palette from direction
Reverse platethe same room from the opposite corner
Detail platethe surface the actors will use (table, altar, console)
Spatial lockSPATIAL LOCK — <name>: door frame-LEFT; table CENTRE; … as text
Variantstime of day · weather · damage state, each from the main plate as reference
3D scene (optional)blockout mesh with camera path, when a provider is configured
asset-map entrylandmarks list, overrides ("plate is empty — shots must populate")

What the user has to do

  1. Describe the place, or point at existing project assets.
  2. Pick a style by letter if the project has none.
  3. Pick the main plate from 2–4 candidates. Reverse and detail are generated from it.

Rules this entry enforces

  • 3/4 angle, always. Straight-on plates are flat backdrops; the model reads no depth from them.
  • Counts are locked. "Exactly two chairs." An unlocked count is how the third chair appears.
  • Palette and time of day in words. Kelvin, direction, 60:30:10 in named colours. Vague mood words produce nothing pickable.
  • Reverse and detail from the main. Generated with the main plate as image reference and a one-line camera delta. Re-describing from text produces a different room.
  • Spatial lock is mandatory output. Every location ships with its lock text. film-shot-prompt pastes it verbatim.
  • Plate is reference only. Every prompt that uses it says so, plus any override (empty stands → fully populated).
  • Variants share the base. Night, rain, ruined — each from the main plate with a delta, so the geometry never moves.

Spatial lock format

SPATIAL LOCK — Ana's apartment (identical in every shot):
  entrance door: frame-LEFT on the near wall
  shared table: CENTRE, taped-paper wall directly behind it
  bunk A (navy curtain): RIGHT wall, leader's desk beneath
  bunk B (yellow curtain): LEFT wall, prankster's desk beneath
  nerd's desk: FAR wall under the window
  string lights: ceiling, between the bunks
Furniture, curtain colours and door position never change between shots.

Example

User: The boss arena — a cathedral-sized chamber inside a titan's chest.

Skill: Style B (UE5). Main plate ×4… c2 shows two walls, six lanterns exactly,
 the dais centred, the sealed arch at the rear. Lock c2?
User: Yes.
Skill: Reverse (from the arch looking back) ✓ · Detail (the dais and core
       socket) ✓ · Variants: battle-damaged, golden-light ✓
   SPATIAL LOCK written: dais CENTRE · arch REAR · lanterns 3 left 3 right ·
       core socket rear wall above the arch · fog to ankle height.

Related entries

  • boss-battle — the fight staged here
  • horror-chase — routes through several linked environments
  • weapon-prop — objects that live in the scene and recur

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