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.
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill character-modelgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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.
[](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/character-model)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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.
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.
- 9d ago First seen · 248 lines · 115 tokens per session scan A f5d47d14f0f5
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.
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…
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…
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…
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"…
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.
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.