3d_object
01Skill Claude CodeCodex
Judge whether a generated mesh is fit to ship in a browser game, from the same rendered sheet the orientation review uses.
A comprehensive open-source 3A game-generation skill and asset framework.
Skill Claude CodeCodex
Judge whether a generated mesh is fit to ship in a browser game, from the same rendered sheet the orientation review uses.
Skill Claude CodeCodex
Choose how to build a 3dscene asset. Do not default to one pipeline for every task: what the user specified about the scene's appearance matters more than the scene type, and generative reconstruction is the least stable route here.
Skill Claude CodeCodex
Use this Skill when a game plan requires dialogue, voice lines, sound effects, foley, ambience, or other offline WAV assets. This is asset generation, not a runtime audio-playback contract; use the selected engine context after an asset has passed review.
Skill Claude CodeCodex
Use this Skill for text-to-video, first-frame-to-video, first/last-frame transitions, and reference-image-conditioned CG-video generation. Generate video only after the game plan defines its narrative purpose, visual style, shot, duration, and acceptance criteria.
Skill Claude CodeCodex
Convert game CG intent and optional media references into validated, model-specific directing envelopes for opening, cutscene, ultimate, or promo clips. Use for standalone CG prompt direction or as a child capability of a game-generation Harness. Supports T2VA/text-only, I2VA/first-frame image…
Skill Claude CodeCodex
Use this Skill when a game plan needs a single-subject concept image, a character reference cleaned for image-to-3D, or a front-facing transparent T-pose image for downstream character reconstruction. T-pose generation is an image-generation and image-editing task; it is not a separate asset category.
Skill Claude CodeCodex
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
Skill Claude CodeCodex
Create and control reusable game VFX in Unreal Engine 5 or Unity, including smoke, fire, explosions, dust, stylized ink/frost/cyber effects, and action-attached effects. Use for environmental or combat VFX, Niagara, Unity ParticleSystem, VFX lifecycle, animation/socket binding, or engine code that must reuse an…
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