3d-production-workflow
Skill194 starsChanged 4 days agoApache-2.0View on GitHub
Turn a creative brief into shared assets, editable scenes and verified 3D games or animated films. Use for cross-stage production, asset reuse and multi-view correction, not engine API reference or ordinary video editing.
In this repository18 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- code-health-auditSkill
- code-reviewSkill
- docxSkill
- email-workflowSkill
- ghxSkill
- github-issue-solveSkill
- github-pr-fixSkill
- github-reviewSkill
- holon-runtime-opsSkill
- interlinked-markdown-wikiSkill
- learning-coachSkill
- opsSkill
- pdfSkill
- pptxSkill
- video-productionSkill
- xlsxSkill
The file
We split this skill into the rules it gives an agent
7 rules. About 0 are common, 5 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 18
Keep a small production manifest: stable asset ID, purpose, reuse, provenance/license status, creation method, scale/axes, material style, …
- Distinctive: line 22
Prefer procedural geometry for simple platforms, crystals and collision shapes.
- Distinctive: line 25
If references are absent, make a composition sketch or graybox and record design choices.
- Distinctive: line 28
Test the delivery path with a minimal sample before expensive production: authentication, accepted formats/MIME, CSP, size limits, …
- Very specific: line 62
Check front/side/back or overhead views plus the actual output camera for silhouette, occlusion, proportion, intended floating/ground …
- Distinctive: line 77
Film: use its own camera/timeline, deterministic fixed-timestep frame rendering and video encoding.
- Very specific: line 83
Keep build/run/render commands, lockfiles, asset manifest, actual cost and evidence.
≈ “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 Production Workflow
Move from a generated model to a playable work or deliverable film. Use the project's chosen engine and technical skills; this workflow does not install tools, grant spending permission or establish production readiness.
Decompose the work before generating assets
- List subjects, environment, interactions, cameras and motion from the target frame or gameplay. With reference images, distinguish occlusion, perspective, silhouette and lighting; a hidden back surface is unknown, not established geometry.
- Keep a small production manifest: stable asset ID, purpose, reuse, provenance/license status, creation method, scale/axes, material style, performance limits and acceptance viewpoints.
- Prove space, camera framing, reachability and gameplay with a graybox first. Prefer procedural geometry for simple platforms, crystals and collision shapes. Consider generated/external assets when complex silhouettes matter to recognition, not for every object.
- If references are absent, make a composition sketch or graybox and record design choices. Do not buy or upload material merely to satisfy a reference step.
- Test the delivery path with a minimal sample before expensive production: authentication, accepted formats/MIME, CSP, size limits, playback/download. Local rendering success is not hosted delivery. If unsupported, preserve the original files and report local-file delivery limits; do not bypass login, modify the host without approval, or call a frame preview MP4 playback.
Generation is not assembly
- Confirm model/quality, expected cost, task count and retry limits before generation. Without spending approval, continue only with grayboxing and free steps.
- For optional Tripo, use the configured UXC interface and local connection
instructions. Discover operations, inspect schemas and verify current
official pricing; do not guess parameters from tutorials or mix API
versions. Require both UXC
ok == trueand Tripodata.code == 0. - Distinguish request acceptance, remote terminal success, download and scene import. Record the task ID before waiting. After uncertain submission, reconcile known tasks/usage before retrying a chargeable request.
- Preserve original models and reproducible import settings. Record provenance, generation parameters, actual credits and license status, not keys or signed download URLs. Downloading from a third-party CDN must not forward the service API key.
- Inspect readable meshes/textures, bounds, units, up/forward axes, origin, color space and triangle count. Normalize scale/orientation in an explicit scene adapter rather than repeatedly destructively editing the source.
Share scenes and correct multiple views
- Reuse source assets through the manifest and rebuildable scene modules, not divergent game/film copies. Separate collision and navigation/reachable areas from visual geometry.
- Establish subject scale/style before assembling environment, materials, lighting and cameras. Revisit the original intent each iteration rather than optimizing a single attractive viewpoint.
- Check front/side/back or overhead views plus the actual output camera for silhouette, occlusion, proportion, intended floating/ground contact and intersections. Use real rendered screenshots; do not claim visual-model review unless it actually ran.
- For characters only when needed: multi-view consistency, mesh, rig/skin, motion adaptation, then contact/intersection checks. Skip this branch for non-character or unrigged work. A generated model does not prove usable character animation.
Validate each requested output
- Game: deliver source and a playable build with controls, objective and applicable win/loss/restart behavior. Run real builds and browser/WebGL checks for input, collision/collection, end/restart states, console and asset requests. A film cannot substitute for playable acceptance.
- Film: use its own camera/timeline, deterministic fixed-timestep frame
rendering and video encoding. Deliver editable scenes, render/encode
entrypoints and the film. Check dimensions, frame rate, frame count/duration
with
ffprobeand inspect first/middle/last and key-action frames. An orbit preview or screen recording does not substitute for editable source and the agreed rendered film. - Keep build/run/render commands, lockfiles, asset manifest, actual cost and evidence. Separate assertions, screenshot checks and visual review; name the tested device/browser and untested delivery paths. If import fails, a graybox may validate other stages, but report the generated-asset path as incomplete.
- Rebuild every affected output after shared-asset edits. Improve this workflow from observed failures rather than adding speculative instructions or generalizing one successful trial into a production-quality claim.
Method provenance
Inspired by Saccc_c's 3D production article: reference decomposition, differentiated asset creation, scene assembly, multi-view correction and an optional character branch. This is an original workflow synthesis, not a reproduction or endorsement. Game/film acceptance and cost controls are engineering additions, not claims about the article. A reference does not grant asset rights or execution authority.
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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.

