agentleFS
MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/rigging-skinning-pipeline/SKILL.md

rigging-skinning-pipeline

Skill105 starsChanged 8 months agoMITView on GitHub

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    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
  1. Distinctive:

    every character rigged ad hoc, so nothing retargets and every animation is single-use

    line 45
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 63
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 64

≈ “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

Rigging and Skinning Pipeline

Purpose

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

Use When

  • characters or creatures need skeletal animation and no rig convention exists
  • animations must be shared or retargeted across multiple characters
  • deformation artifacts, bone-count costs, or attachment offsets keep recurring

Inputs

  • character/creature inventory and their animation needs
  • target runtime's skinning limits (bone count, influences per vertex)
  • shared-animation and retargeting requirements
  • attachment needs (weapons, props, cloth, accessories)

Process

  1. define the canonical skeleton per character family: bone naming, hierarchy, orientation conventions, and a documented rest pose (T or A)
  2. budget bones and influences per vertex (typically 4) against the weakest target; separate deform bones from control/helper bones and export only deform bones
  3. standardize skinning quality rules: clean weights at deformation hotspots (shoulders, hips, spine), no influences from non-deform bones, normalized weights
  4. make rigs retarget-friendly: consistent proportions of the core hierarchy, humanoid-standard naming where the runtime supports retargeting
  5. define attachment sockets/bones (hands, back, hips) with documented orientation so props attach without per-prop offsets
  6. validate every new rig with a standard pose/animation set before production animations are authored on it

Outputs

  • skeleton convention sheet per character family (naming, hierarchy, rest pose)
  • bone and influence budgets
  • skinning quality checklist and validation pose set
  • attachment socket map

Quality Bar

  • any animator can open any character and find the same skeleton conventions
  • shared animations retarget across the family without per-character cleanup
  • deformation passes the validation pose set at the budgeted influence count
  • props attach to sockets correctly without per-prop offset hacks

Common Failure Modes

  • every character rigged ad hoc, so nothing retargets and every animation is single-use
  • control rigs exported into the runtime, doubling bone counts silently
  • skin weights tweaked per animation instead of fixing the rig once
  • attachment points eyeballed per prop, drifting as characters change

Related Agents

  • technical-artist
  • animation-programmer

Related Commands

  • art-3d-pass
  • perf-budget

Related Skills

  • 3d-animation-pipeline
  • 3d-asset-pipeline

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 the rig and deformation; 3d-animation-pipeline owns the clips authored on it.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

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
What did you use it for? e.g. Reviewing pull requests in a Rails app

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.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.