ai-3d-to-dayz
Skill25 starsChanged yesterdayMITView on GitHub
Front-end para generar un prop, item o asset 3D de DayZ con IA: image/text-to-3D, limpieza y retopología low-poly manifold, UV, normal bake high→low, PBR y handoff a .p3d/.paa/.rvmat. Úsala para "generar un objeto/modelo 3D para DayZ", "crear un prop desde cero", "image to 3D", "convertir un GLB de IA en .p3d", Hunyuan, Tripo o Rodin, y low-poly realista. Decide el generador y los gates del front-end; alimenta dayz-model-pipeline, el pipeline de texturas y dayz-pbo-build, no los sustituye. Compón con blender-assembly, dayz-3d-viewer y 3d-generation-harness. hunyuan3d-local es opcional/externa (no va en este pack). No usar para humanoides ni animación.
- Installs packages
In this repository47 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- 3d-generation-harnessSkill
- ardy-motion-generationSkill
- blender-animationSkill
- blender-assemblySkill
- blender-visual-reviewSkill
- dayz-3d-viewerSkill
- dayz-ai-patternsSkill
- dayz-animation-pipelineSkill
- dayz-aviationSkill
- dayz-basebuildingSkill
- dayz-charactersSkill
- dayz-clothingSkill
- dayz-doorsSkill
- dayz-environment-hazardsSkill
- dayz-feature-specSkill
- dayz-mcp-verifySkill
- dayz-mod-devSkill
- dayz-model-pipelineSkill
- dayz-mod-workflowSkill
- dayz-motorbikesSkill
- dayz-p3d-auditSkill
- dayz-p3d-inspectorSkill
- dayz-particlesSkill
- dayz-pbo-buildSkill
- dayz-pbo-reverse-engineeringSkill
- dayz-persistenceSkill
- dayz-physics-engineSkill
- dayz-preflightSkill
- dayz-proxy-alignSkill
- dayz-realistic-animation-directorSkill
- dayz-sound-systemSkill
- dayz-test-ingameSkill
- dayz-texture-pipelineSkill
- dayz-ui-developmentSkill
- dayz-undergroundSkill
- dayz-vehiclesSkill
- dayz-weaponsSkill
- enforce-script-referenceSkill
- mixamo-retargetSkill
- rigorous-data-auditSkill
- rip-vehicle-importSkill
- systematic-debuggingSkill
- task-observerSkill
- uv-clean-atlasSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
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
- Very specific: line 29
DO NOT use for: humanoid characters, or when primary need is skeletal animation (channel pipeline does not cover DayZ config-driven …
- Very specific: line 40
Clean + retopo: Import GLB into Blender (invokes blender-assembly).
- Distinctive: line 67
Verify this point on any new tool before putting it into pipeline.
- Distinctive: line 128
Every route of this skill reaches the MLOD as geometry authored in Blender: the generator's mesh (GLB, OBJ or FBX) is imported, …
≈ “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
ai-3d-to-dayz
AI-assisted generation front-end to produce a 3D asset game-ready for DayZ from an
idea. Workflow scaffold: structure and handoffs are verified; specific tool-picks are
claims from @stefan_3d_ai channel marked ❓ validate until confirmed with own tests.
Source and status: distilled from 33 channel videos. KB with timestamps in
<knowledge-notes>\ai-3d-pipeline\(index.md+ 6 stages). Tool names / versions / settings = creator claims, NOT facts. Verify before trusting (R2).
WHEN TO USE
- User wants an object/prop/item for a DayZ mod and does not want (or cannot) model by hand.
- Reference image exists, or one can be generated.
- Target = static props/items or with mechanical parts (weapons, containers, gear, world props).
- DO NOT use for: humanoid characters, or when primary need is skeletal animation (channel
pipeline does not cover DayZ config-driven animation — see KB
stage-05-animation).
PIPELINE (scaffold idea → .p3d)
- Reference. Clean image: white background, lit from all sides, no extra objects. Tools
❓ validate: Nano Banana / Krea / 3D AI Studio. ALWAYS remove background before image-to-3D. - Generate mesh. Geometry > texture (DayZ remakes texture). Routes verified as available:
- Hunyuan 2.1 local (RTX 3090) → optional external skill
hunyuan3d-localif installed (not distributed in this pack). Controltarget_face_number. - Tripo / 3D AI Studio (paid access) → paid route to generate mesh; request low-poly with polygon control. No skill in this pack automates it.
- Control poly count DURING generation; without limit, every tool produces millions of tris.
- Hunyuan 2.1 local (RTX 3090) → optional external skill
- Clean + retopo. Import GLB into Blender (invokes
blender-assembly). Reduce to low-poly manifold: Retopoflow (manual) or Quad Remesher; or AI auto-retopo (Tripo/Rodin/Hunyuan) + mandatory cleanup. - UV + normal bake (high→low). Step generating
_nohq. Blender Cycles, selected→active (low first, then high), Bake Type Normal, Non-Color, margin 8px, tune Extrusion/Max Ray Distance. Settings detail: KBstage-01-mesh-retopo-uv-bake. DayZ_nohqis DirectX-style (Y−): invert the green channel on export — verified fixture F7 in blender-assembly (Rule 11). - Texture on UV. Tool: Modddif ❓ (pending validation, backlog #3: UV-respect and map
usability unverified) (color →
_co; normal →_nohq; does NOT output roughness/metallic)._smdiis made separately (manual PBR in Blender, or repack Tripo ORM). DO NOT remesh a retopo'd. - DayZ Handoff. Assemble
.p3dMLOD — recommended option: Blender Arma 3 Object Builder add-on (what DayZ community uses; native LODs/proxies/named selections) or py3d._smdi: repack rough/metal with SubstanceToArma preset (R=white,G=metal,B=rough, invert rough). Convert to.paa(TexView/ImageToPAA), build.rvmat, binarize. → skillsdayz-texture-pipeline,dayz-model-pipeline,dayz-pbo-build. Preview withdayz-3d-viewer. Validate in-game withdayz-test-ingame.
HARD RULES (the pitfalls that break DayZ)
- AI is only high-poly BLOCKOUT, it does NOT produce game-ready assets for DayZ (confirmed by
independent counterfactual, 2026-06-23). The official Bohemia/Enfusion pipeline requires manifold+closed+convex
geometry and ships a Model Quality Assurance marking non-manifold/ngon/non-convex
as defects — precisely what AI + auto-retopo generate. AI output ALWAYS goes through manual retopo
(Retopoflow/Quad Remesher) + UV + bake + Object Builder validation before
.p3d. "AI auto-retopo sufficient" = REFUTED. (links todayz-binarize-vertex-limit; detail in20_Knowledge/ai-3d-pipeline/counterfactual.md). - NEVER trust placement / orientation / scale of a
.p3dto AI vision — it is the documented weak link (rotates 90°, does not reposition). Use numerical checks (verify_bounds) + diff against reference image. (links toblender-visual-review). - Texture tools MUST texture over existing UV, not remesh an already retopo'd model. Verify this point on any new tool before putting it into pipeline.
- DayZ vertices = point×normal×uv per LOD. Budget is not "faces"; shared normals reduce count.
- Tool names/versions/settings marked
❓are unverified claims from creator — confirm against actual tool before encoding them as truth.
TOOL SHORTLIST (estado)
| Tool | Role | Status |
| Hunyuan 2.1 (local) | generate high-poly blockout, poly control | available ✅ (external skill hunyuan3d-local, not in this pack) |
| Tripo / 3D AI Studio | generate low-poly mesh, retopo, PBR | access ✅; #1 in independent low-poly arena (Top3D 71.8%); ⚠️ Smart Low-Poly behind paywall |
| Blender + Retopoflow/Quad Remesher (or ZRemesher/InstaLOD) | manifold retopo, UV, bake | core ✅ — unavoidable (AI does not replace it) |
| Arma 3 Object Builder (Blender add-on, MrClock8163) | native .p3d MLOD: LODs, proxies, named selections, RVMAT, RTM | ✅ DayZ community standard (Discord + dep. DayZ-LOD-Tools); substitute/complement for py3d. Official link below, under "Key external links" |
| Modddif (ex-"Modif/Motif") | color (_co) + normal (_nohq) over existing UV | ✅ free; NO roughness/metallic |
| 3D AI Studio / Meshy Texture | full PBR (albedo+normal+rough+metal) over existing UV | ✅ confirmed; repack to _smdi |
| Sloyd (parametric) | templated props (barrels/crates/weapons) quad+UV+LOD out-of-box | ✅ less cleanup than AI for simple props |
| Rodin (Hyper3D) | mesh editing, parts, PBR | access ✅; #3 low-poly arena |
| AI animation (Mixamo/AccuRig/Cascadeur/…) | humanoid rig/anim | LOW for DayZ props |
VALIDATION BACKLOG (harden this skill after this)
A/B generation: same DayZ prop via local Hunyuan 2.1 vs Tripo → geometry + poly control.RESOLVED by the 2026-06-10 mk47 shootout (hunyuan3d-local §"Hard-surface → fal.ai") + the 2026-06-23 full-body case: local 2.1 wins as default (free, organic, concept iteration); fal Hunyuan 3.1 Pro for fine hard-surface; fal Rodin 2.5 for organic full-body; Tripo 2.5 gave efficient direct low-poly (92k tris) but was not the pick.- High→low normal bake (Ep.3 workflow) → export →
_nohq.paa→ validate in-game. - Modif on prepared UV → does it respect UV? do maps work for
_co/_nohq? - LOD batch via Blender-MCP: prompt decimating to N targets + downscale textures → LOD prototype (any VISUAL decimation is user-gated — rule 2026-07-02: ask before, default is manual by the user).
Upon confirming each item: replace corresponding ❓ with verified data + citation, here and in KB.
SOURCES
- KB:
20_Knowledge/ai-3d-pipeline/index.md(+ stage-00/01/04/05/07/08). - Counterfactual + deep dives:
counterfactual.md,arma3-object-builder.md,alternatives-deep-dive.md. These are private research notes and do not travel in this pack; what they decided is already summarized above. - Key external links: Arma3 Object Builder · SubstanceToArma (preset
_smdi) · Top3D low-poly arena. - Transcripts:
30_Research/youtube/stefan_3d_ai/(33 videos) +_counterfactual/(5 independent). - Extraction skill:
youtube-research.
(added 2026-06-23) Ruta personajes / infected (zombis)
For a humanoid character or creature (zombie / DayZ infected) do NOT author from scratch: reskin of a vanilla.
Verified recipe in 20_Knowledge/dayz-custom-infected.md -- inheriting ZombieMaleBase reuses skeleton
OFP2_ManSkeleton + vanilla animations + AI (free by inheritance of the enfanimsys block); the actual cost is
rigging the mesh to the vanilla bones. DayZ runtime scaling broken (T140705) -> bake the size into the
mesh. Organic full-body mesh generation goes through fal Rodin (see hunyuan3d-local added 2026-06-23).
Rules promoted from the lessons corpus (added 2026-07-27)
Promoted from AI/20_Knowledge/lessons-learned.md so that they arrive via trigger instead
of relying on someone remembering to look them up. Each rule cites its source LL-NNN;
the full entry (symptom, origin, evidence) lives there. Do not remove the citation: the index
lessons-index.md detects promotion by searching for that reference inside the skills.
- LL-154 — Prepare reference with rembg, autocrop, white background, margin, and filled transparent holes; use full body when the output requires it. After generating, validate
trimesh.extents: a near-zero axis is a planar failure even if the render looks plausible.
(added 2026-08-31, SP-071) Generic-DCC visual winding at MLOD emission
Every route of this skill reaches the MLOD as geometry authored in Blender: the generator's mesh
(GLB, OBJ or FBX) is imported, retopologized, unwrapped and baked there (steps 3-4). Emit it with
the FBX / Blender-authored bullet of dayz-model-pipeline Rule 12, whatever format the generator
wrote (the mesh is Blender-authored by then; the GLB/glTF case does not apply): the det=-1 map
(x,y,z)->(x,z,y) on every point and normal of every LOD, faces in their original order, shading
normals negated (py3d >= 1.8.0: py3d.blender_to_dayz(model), called once, before adding anything
built in DayZ space, such as collision boxes made in code, which skip the map). Do not reverse the
faces. Winding gates cannot see a mirror, so check chirality on an asymmetric feature too (Rule 12);
an MLOD written by another exporter, such as the Arma 3 Object Builder add-on, gets the same checks,
winding and normals with dayz-p3d-audit included. On this skill's own route, LFInfectedBig (an
AI-generated GLB, retopologized and rigged in Blender) read correctly in game with this map, and
mirrored with its shipped det=+1 recipe of reversed faces (dayz-characters
references/character-rigging.md §6, 2026-10-02).
Reverse the vertex order of every visual face only for a source whose own lineage was measured
to need it: an in-game A/B against the all-visual-faces-flipped variant plus a chirality check.
Proxy triangles are exempt: their winding encodes the proxy frame. SP-071's one calibration does
not qualify: the LFHeli OH-1 (2026-07-19) was an artist's Blender model exported as OBJ and mapped
with the det=+1 rotation x'=x, y'=z, z'=-y, the map Rule 12 measured in game as a mirror; the
reversal made it render solid, and nothing in that verdict checked chirality. Do not carry the
reversal to a vehicle or reconstructed source profile either: those keep their own measured
lineage.
A pre-binarize census of dot(cross(v1-v0, v2-v0), mean_stored_normal), excluding
abs(dot) < 1e-9, reads whether the stored normals agree with the winding, not which side
renders. Its OH-1 thresholds (at least 95% negative SOLID, positive-dominant INVERTED) belong
to that pipeline, which stored the normals outward against an inward winding; a Rule 12 export
stores them inward like the winding. [OFFLINE MEASURED 2026-10-03] On the MLODs of the Rule 12
in-game test, rebuilt byte for byte by tools/py3d/tests/test_s7_blender_to_dayz.py, the export
that rendered solid and read correctly reads 0% negative, INVERTED by those thresholds; the same
export with every face reversed (winding outward: inside-out) and SP-071's own recipe, the det=+1
map with reversed faces and outward normals (a mirror), both read 100% negative, SOLID. Normals
stored outward render solid but lit inverted (character-rigging.md §6). Read a Rule 12 export
with dayz-p3d-audit instead: a healthy single-sided MLOD reads about 100% agreement ("Absolute
winding check", rule 1), and the direction comes from the signed volume by winding of each closed
shell, even at 100% agreement, never from the sum over the LOD: one shell reversed with its normals
negated keeps 100% agreement and a negative sum (Check A in references/winding-diagnostics.md).
Open sheets and double-sided parts take the visibility battery of "From Check B to fix"; isolate a
mixed result per part before any bulk fix (rule 2).
This census is a profile signal, not a universal gate. Do not compare its ratios across ODOL, MLOD produced from ODOL by an external ODOL->MLOD converter (not distributed with this pack), raw DCC MLOD, or vanilla references: stored-normal conventions differ by origin. Only enforce a threshold after an in-game A/B has calibrated that exact source pipeline. The final verdict remains the in-game A/B between the candidate and an all-visual-faces-flipped variant. That A/B cannot see a mirror either, since both variants share the map: check chirality too.
(Aligned 2026-10-03 with Rule 12, measured in game 2026-10-01. This section read "For a raw
Blender, OBJ, glTF, or FBX import whose measured axis transform preserves winding, reverse the
vertex order of every visual face when emitting the authoring MLOD.", "Keep this step in the
generic-DCC profile handed to dayz-model-pipeline; do not generalize it to a vehicle or
reconstructed source profile with a different measured lineage." and "A pre-binarize census of
dot(cross(v1-v0, v2-v0), mean_stored_normal) can predict the result inside a calibrated source
profile. Exclude abs(dot) < 1e-9. At the measured generic-DCC calibration, at least 95% negative
is SOLID, positive-dominant is INVERTED, and an intermediate result means mixed per-piece
winding that must be isolated before a bulk fix.")
On Linux
Everything above is the Windows workflow and stays valid there. On Linux, the Proton setup, the measured tool matrix and the pitfalls are in _shared/linux-proton.md; this section only says what changes for this skill.
- Pack, sign and binarize with dayzmake >= 1.0.0, bzed's DayZ fork of armake2 (https://github.com/bzed/dayzmake), pinned to
v1.0.0(the release binarydayzmake-v1.0.0-debian-trixie-x86_64.tar.gzfrom https://github.com/bzed/dayzmake/releases/tag/v1.0.0, orcargo install --git https://github.com/bzed/dayzmake --tag v1.0.0): usedayzmake build,keygen,sign, andbuild --proton-binarizewhere needed. Upstream armake2 is no substitute: it is built for Arma, its V3 file hash omits*.cfiles (dayzmake v1.0.0 includes them) and lacks the DayZ-only functions dayzmake keeps adding.skills/_shared/scripts/dayz-mod-pack.shwraps them (init,keygen,build [--binarize-models],check,publish-hint;dayz-pbo-build/references/dayzmake-linux.md). The author's 2026-11-03 textured-cube comparison with BI binarize from aP:root matched byte for byte (fork commit7dcb3cf, then still named armake2;v1.0.0contains it); this is not an in-game ODOL check. Seeskills/_shared/linux-proton.mdfor setup and limits. P:\is a plain directory mapped byskills/_shared/scripts/dayz-proton.sh init <dir>; aP:\<Mod>\...path in this skill is<dir>/<Mod>/....- Object Builder and TexView run under Proton:
dayz-proton.sh gui ObjectBuilder <p3d>,gui TexView <paa>. Object Builder opened and displayed a model; editing in it was not exercised. Offline checks (py3d,dayz-model-preflight,dayz-3d-viewer) are Python and run natively. - In-game checks: the Linux notes of
dayz-test-ingame.
Building, testing and publishing the mod
When this work has to end in a mod that builds, loads and ships (config.cpp/CfgMods, requiredAddons, the PBO and its signature, a boot on a local server, the Workshop), follow the loop and the rules every mod task needs in dayz-mod-dev, the Pack's entry point for mod development.
Does it work?
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