character-rig
Skill12 starsChanged 23 days agoMITView on GitHub
Use when character skeletons, rest poses, axes, sockets, or IK contact points must be standardized across assets or engine adapters.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- animation-graphSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- enemy-kit-balanceSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
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
- Very specific: line 22
Use the retarget protocol for cross-rig motion libraries: semantic mapping, rest-pose correction, explicit root-displacement ownership and …
≈ “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
Character rig
Publish a canonical asset-space skeleton contract; engine adapters own any runtime conversion.
Minimum humanoid chain: pelvis, spine, neck/head, clavicle, upperArm, lowerArm, hand, thigh, shin, foot. Extra spine joints, twist bones and toe/ball joints are capabilities, not universal requirements. A foot-lock implementation may target a toe/ball joint when present, otherwise a published foot/ankle contact marker. Do not silently invent a missing joint in runtime code.
Bind in a documented rest pose with a documented forward/up convention. Keep left/right naming deterministic. Sockets such as weapon_r, weapon_l, bow, camera_pivot and hit_flash are optional published attachments; consumers must declare which are required.
The exported rig records scale/unit metadata and facing. Importers may convert once at the adapter boundary; do not hide repeated 90°/180° or scale corrections in gameplay code.
Accept
Retarget a neutral locomotion clip and verify left/right limbs, root height and facing. Attach every required socket and confirm it survives export/import. Test a rig both with and without toe joints when foot locking is supported; missing optional joints must degrade through the declared fallback rather than disabling the whole character.
Reusable clip compatibility
Use the retarget protocol for cross-rig motion libraries: semantic mapping, rest-pose correction, explicit root-displacement ownership and support-relative contact probes. Publish compatibility per clip/rig/version; missing required chains block only the affected pair. Neither matching bone names nor a neutral screenshot proves animated compatibility.
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