model-pipeline
Skill12 starsChanged 23 days agoMITView on GitHub
Use when 3D assets need consistent source units, origins, collision proxies, transforms, sockets, export rules, or engine-ready validation.
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
- character-rigSkill
- materialsSkill
- 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, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
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 16
After texture/mesh compression or LOD processing, re-check silhouette, pose, socket positions, bounds and collision.
≈ “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
Model pipeline
- Publish the source/interchange unit and axis convention. For glTF, author physical scale in meters; an engine adapter may convert once at import. Do not repair scale continuously in the game loop.
- Characters use a documented ground/contact origin; props use a documented pivot appropriate to placement. Do not assume every runtime uses the same up axis or engine unit.
- Apply/freeze authoring transforms before export when the format/workflow requires it, while preserving skin and animation transforms.
- Render mesh ≠ collision mesh. Collision uses explicit hulls, capsules or simplified meshes appropriate to the target physics system.
- Deforming meshes keep topology needed for the required poses; AI-generated meshes are cleaned/retopologized when deformation, UV, shading or performance evidence requires it.
- Export only metadata/extras that a consumer actually reads. Name required sockets/attachment points in the asset contract rather than tribal knowledge.
- Shared layout measurements drive both render and collision. Do not author two mismatched floors or two incompatible scales.
- Optimization must preserve skinned nodes, sockets, morphs and required animation data. Do not merge/batch nodes whose runtime identity is required.
- After texture/mesh compression or LOD processing, re-check silhouette, pose, socket positions, bounds and collision.
Accept
Import the asset into the selected adapter with exactly one documented unit/axis conversion. The character or prop lands at the intended physical scale and contact plane, required sockets still resolve, animation/morph data survives, and collision overlays the render body within the project tolerance. Re-export/reimport must not accumulate rotation or scale corrections.
Asset fit and perceptual LOD
Use quality and LOD when models are individually valid but physically incompatible, reductions lose identity, or distance thresholds flicker. Deliver a measured fit record and tier recipe with silhouette/deformation/socket guardrails; triangle counts alone are not acceptance. Scene assembly owns placement into a level, not this exporter.
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
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.

