character-model

character-model is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 115 tokens per session (3,763 once invoked), scanned A, a copy of character-model, MIT.

A workflow for creating a humanoid 3D character, preparing it for animation, and adding it to a Godot game.

In plain words
What is it for?
Use it to create a player, NPC, enemy, boss, or companion, then produce a rigged GLB file that can receive animation clips.
Why use it?
It separates the character preview from the more expensive rigging step, so the model can be reviewed before its structure is fixed.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to create a player, NPC, enemy, boss, or companion, then produce a rigged GLB file that can receive animation clips.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/character-model
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill character-model
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for character-model

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/character-model/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/character-model)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/character-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/character-model/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for character-model

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/character-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/character-model.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,763 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 88% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00115 $0.03763
Opus 5 $0.00057 $0.01881
Sonnet 5 $0.00023 $0.00753
Haiku 4.5 $0.00012 $0.00376

Measured 9d ago against content hash f5d47d14f0f5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

character-model scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

88% identical to character-model — 125 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/3d-assets/character-model/SKILL.md · 248 lines

How it starts

The opening of the file, as written. The whole thing — 248 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Character Model — T-Pose to Rigged Humanoid, Gated

This is the canonical Meshy auto-rig pipeline. It produces a humanoid .glb with a Meshy-compatible skeleton that onyx:animation/generate-motion can drive directly. The work is split into two paid passes with a mandatory user-review gate between them — the rig pass is more expensive and locks the topology, so the user must see the un-rigged preview and approve before you spend on the rig.

The whole flow:

1. T-pose reference image    →  onyx_generate_image                          (~$0.05, ~10s)
2. Un-rigged 3D mesh         →  onyx_generate_3d(image-to-3d)                (~$0.50, ~60s)
3. ── USER REVIEW GATE ──
4. Rigged .glb               →  onyx_generate_3d(image-to-3d, rig: true)     (~$1.00, ~90s)
5. Import → editor RESTART → wire as CharacterBody3D / Node3D
6. Hand off to onyx:animation/generate-motion for clips

The animation skill (onyx:animation/generate-motion) requires a rigged humanoid; a static .glb won't drive motion.

Web Chat / Public Orchestrator Equivalent

When this skill is running inside the PublicOnyxEngine chat orchestrator, use the chat-native tools directly instead of sending the user to Studio:

generateImage -> createCharacter -> checkGenerationStatus/meshyJobStatus -> listUserAssets readiness -> rigModel if needed -> generateAnimation -> meshyJobStatus -> importAssets -> import-character

Use Studio only when the user explicitly asks for visual/manual picking or when chat-side generation fails. The recovered working flow used createCharacter, confirmed the rig had hasMeshyRigTask or animationsReady:true, then generated idle, walk, run, jump, and attack, imported the rig plus child animation GLBs into res://characters/<slug>/, then wired playback from the imported GLB AnimationPlayers/libraries. If generateAnimation returns animations_preparing, wait, poll/list the rig asset again, and retry instead of routing to Studio. Keep this path repeatable for "animated character", "3D character with animations", "walking enemy", and similar prompts.

Read the full file on GitHub · 248 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 248 lines · 115 tokens per session scan A f5d47d14f0f5

Subscribe to this mod's changes

character-model is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 115 tokens to every session and 3,763 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to character-model, differing in 125 lines, and is treated as a copy.

Related

Other skills, from other repositories

character-model

Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…

SummerEngine/summer-engine-agent · 115 tokens

environment-kit

Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a…

SummerEngine/summer-engine-agent · 81 tokens

organic-model

Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with…

SummerEngine/summer-engine-agent · 89 tokens

vehicle-model

Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle"…

SummerEngine/summer-engine-agent · 92 tokens

html-ppt-zhangzara-8-bit-orbit

A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.

nexu-io/open-design · 53 tokens

screenshot-game-view

Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.

IvanMurzak/Unity-MCP · 58 tokens