character-model
Skill4 starsChanged 15 days agoMITView on GitHub
A procedural blocky humanoid for Three.js 0.187.0 WebGPU, built from boxes with hip, knee and shoulder joints, with a walk cycle, crouch and airborne poses driven by the walker's state. Use when a third-person character needs a visible body without model files. Ships character-model.js.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- LogicOber/Worldview-Skillstheir own version, first seen Oct 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- LogicOber/Worldview-Skills★ 2same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository28 other files it gives its agents.
- character-cameraSkill
- character-inputSkill
- character-kitSkill
- character-walkingSkill
- engineered-environmentsSkill
- megacitySkill
- station-maglevSkill
- greenhouseSkill
- pipesSkill
- procedural-geometrySkill
- signageSkill
- indirect-lightingSkill
- lightingSkill
- glassSkill
- interior-mappingSkill
- material-compositionSkill
- metalSkill
- paintSkill
- rustSkill
- tsl-materialsSkill
- waterSkill
- threejs-directorSkill
- card-grassSkill
- far-shadeSkill
- ocean-waterSkill
- photo-skySkill
- snow-weatherSkill
- jolt-drivingSkill
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 70
Do not scale the root for crouch.
≈ “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 model
Target: Three.js 0.187.0 WebGPU, MeshStandardNodeMaterial, flat shading. No model
files, no skinning, no animation clips: the figure is a small hierarchy of boxes and
the animation is three numbers per frame.
scripts/character-model.js exports createCharacterModel(opts) returning
{ root, anchorHeight, height, setVisible, setTransform, update, setColors }.
Proportions
Everything is in studs of 0.3 m so the figure reads as a deliberate style, not a failed realistic one.
| Part | Size (w × h × d) | Notes |
| head | 1.25 × 1.25 × 1.25 studs | cube on the shoulders |
| torso | 2 × 2 × 1 studs | |
| arm | 1 × 2 × 1 studs | hangs from the shoulder joint |
| thigh, shin | 1 × 1 × 1 studs each | hip and knee joints |
Total height 6.25 studs = 1.875 m; the walker capsule is 1.8 m, so the head just clears it. The orbit anchor is 45 % of the height from the feet (chest).
Joints are empty Groups at the shoulder line, the hips and the knees; the box meshes
hang below them so rotating a joint swings the limb from its top. The root's origin is
at the feet, on the ground.
Animation
update(dt, { speed, grounded, runSpeed }), three numbers and a flag:
- swing amplitude eases toward
min(1, speed/runSpeed) × 0.85 radon the ground and toward 0 in the air, at 14 /s. Arms and legs swing in opposite phase; left and right in opposite phase. - phase advances by
speed × 1.55 × dt, so stride length is constant and the cadence follows speed. Nothing animates while standing. - lift eases toward −1.1 rad when airborne: arms rise, legs trail. Landing eases back.
- crouch (0..1 from the walker's crouch blend): thighs rotate −0.62 rad, knees +1.15 rad, the torso tips 0.14 rad, arms 0.18 rad; the whole upper body drops by the planted-leg geometry so the feet stay on the ground. Swing is reduced by 30 %.
- A knee bends up to 0.45 rad extra on the trailing leg of each swing so the foot clears the ground.
That is enough to read as walking, running, jumping and sneaking from any distance the camera uses.
Placement
setTransform(feetY, x, z, heading, crouchT) once per frame from the walker:
feet at the capsule centre minus the capsule half height, heading from the wish
direction eased at 18 /s (the model turns to where it walks).
Materials and colours
Three flat-shaded standard materials (shirt, skin, trousers) with roughness 1 and fog
enabled; setColors({ shirt, skin, pants }) changes them. Flat shading keeps the box
edges crisp under any light. Keep the figure's materials shared across many figures:
with WebGPU, pipeline count is load time.
Pitfalls
- Hide the model in first person; otherwise the camera sees the inside of the head.
- Do not scale the root for crouch; the pose handles it and keeps the feet planted.
- Cast and receive shadows on every box; a figure without a contact shadow floats.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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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.

