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arjun988arjun988/blender-skills/.claude/skills/collision-proxy/SKILL.md

collision-proxy

Skill2.2k starsChanged 4 months agoMITView on GitHub

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

Adopted by

Steady: 0 new projects took it in the last 4 weeks, none the 4 weeks before.thin data

Week of Sep 13: 0 new projectsWeek of Sep 20: 0 new projectsWeek of Sep 27: 0 new projectsWeek of Oct 4: 0 new projectsWeek of Oct 11: 0 new projectsWeek of Oct 18: 0 new projectsWeek of Oct 25: 0 new projectsWeek of Nov 1: 0 new projects
Sep 2026Oct 2026Nov 2026
New projects taking a version of this file each week, over the 8 weeks our latest run read: only 0 in all, so this is a hint, not a trend.

Who's talking about arjun988/blender-skills

The biggest 5 of 12 mentions linking to the repository that our crawl found. Each line is their own headline.

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Talked about on GitHub (12 times).

On GitHub · 12

7 more on GitHub

The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    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:

    Must match associated mesh naming rules for auto-association

    line 49
  2. Distinctive:

    Prefer engine primitives when possible

    line 54
  3. Distinctive:

    Keep proxy collection exportable

    line 56
  4. Distinctive:

    No holes; watertight convex pieces

    line 61
  5. Distinctive:

    Prefer few simple shapes over one complex mesh

    line 76
  6. Distinctive:

    Keep proxies in dedicated collection

    line 78
  7. Distinctive:

    Use render LOD0 as physics mesh by default

    line 81

≈ “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

Collision Proxy

Simple, stable colliders. Prefer primitives and convex pieces over render mesh.

When to Use

  • Game physics / blocking volumes
  • Unreal UCX export
  • Unity mesh or primitive colliders
  • Hitboxes for interactables

Workflow

Identify collision needs → Build proxies → Name correctly
  → Test overlaps → Export with render mesh

Collider Types

TypeUse
BoxCrates, walls, simple props
CapsuleCharacters, poles
SphereBalls, soft approximates
Convex hullOrganic / irregular single body
Multiple convex (UCX)Vehicles, complex props

Unreal Naming

UCX_SM_Asset_01
UCX_SM_Asset_02
  • Must match associated mesh naming rules for auto-association
  • Convex only for UCX

Unity Notes

  • Prefer engine primitives when possible
  • Mesh colliders: convex toggle for dynamic rigidbodies
  • Keep proxy collection exportable

Authoring Rules

  1. Slightly smaller than visual mesh to reduce snagging (project-dependent)
  2. No holes; watertight convex pieces
  3. Apply scale
  4. Origin aligned with render mesh
  5. Collection: COL_Collision_[Asset]

Validation

  • Player cannot fall through intended blockers
  • No huge invisible walls beyond mesh
  • Wheel/character capsules oriented correctly
  • Named for target engine

Constraints

MUST DO

  • Prefer few simple shapes over one complex mesh
  • Match engine naming conventions
  • Keep proxies in dedicated collection

MUST NOT DO

  • Use render LOD0 as physics mesh by default
  • Non-convex UCX for Unreal auto-convex workflows

Reference Guide

TopicReferenceLoad When
Collider Recipesreferences/collider-recipes.mdWhen needed
Engine Namingreferences/engine-naming.mdWhen needed

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