3d-asset-pipeline
Skill105 starsChanged 8 months agoMITView on GitHub
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- DECRUX9812/hermes-plugin-gameforgetheir own version, first seen Oct 25, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- DECRUX9812/hermes-plugin-gameforge★ 44same 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 repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
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- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 31
keep source files (.blend, .ma) in source control or a documented store, separate from exported runtime assets
- Distinctive: line 42
every asset passes the import checklist before it reaches a scene
- Distinctive: line 67
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 68
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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
Purpose
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Use When
- the project ships 3D models and no export/import convention exists yet
- imported models need manual scale, rotation, or pivot fixes per asset
- multiple artists or DCC tools feed the same project and outputs diverge
Inputs
- DCC tools in use (Blender, Maya, etc.) and target engine or runtime
- interchange format decision (glTF/GLB preferred for web and Godot, FBX where the engine pipeline expects it)
- unit scale and axis conventions of the target
- entity inventory with intended gameplay sizes
Process
- fix the unit scale (meters per unit) and axis convention once, configure every DCC export preset to match, and document them where artists and programmers both see them
- define pivot/origin rules per asset category: characters at feet, props at base or grip, modular pieces at a snapping corner — chosen for placement, not authoring convenience
- standardize naming and folder structure per category (characters, props, environment, modular kits) consistent with the art bible
- define the export preset per format: applied transforms, triangulation, smoothing/normals, tangents, and which channels (UVs, vertex colors) are required
- budget polycount and texture resolution per asset category against the weakest target platform
- validate on import, not on complaint: a checklist (scale probe, orientation, pivot, naming, polycount) every new asset passes before integration
- keep source files (.blend, .ma) in source control or a documented store, separate from exported runtime assets
Outputs
- unit/axis/pivot convention sheet
- export presets per DCC tool and format
- naming and folder convention per asset category
- polycount/texture budgets and the import validation checklist
Quality Bar
- any new model imports at correct size and orientation with zero per-asset fixes in engine or code
- pivots support placement and snapping without runtime offsets
- every asset passes the import checklist before it reaches a scene
- source art and exported runtime assets never mix in one folder
Common Failure Modes
- per-asset magic scale factors scattered through scenes or code because exports never matched the unit convention
- pivots at world origin or authoring position, forcing offset parents everywhere
- mixed normals/tangent settings causing lighting seams between assets
- runtime folders polluted with source files, making it unclear what ships
Related Agents
- technical-artist
- level-designer
- performance-reviewer
Related Commands
- art-3d-pass
- perf-budget
- verify
Related Skills
- materials-shading-pipeline
- asset-management
- art-bible
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns geometry/export conventions;
materials-shading-pipelineowns surfacing;rigging-skinning-pipelineowns deformation.
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