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 SummerEngine/summer-engine-agent --skill character-modelgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/character-model)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/character-model"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/character-model.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.04098 |
| Opus 5 | $0.00057 | $0.02049 |
| Sonnet 5 | $0.00023 | $0.00820 |
| Haiku 4.5 | $0.00012 | $0.00410 |
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 8d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- character-model — 88% identical, 125 lines differ
How it starts
The opening of the file, as written. The whole thing — 263 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 summer: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 → summer_generate_image (~$0.05, ~10s)
2. Un-rigged 3D mesh → summer_generate_3d(image-to-3d) (~$0.50, ~60s)
3. ── USER REVIEW GATE ──
4. Rigged .glb → summer_generate_3d(image-to-3d, rig=true) (~$1.00, ~90s)
5. Import → editor RESTART → wire as CharacterBody3D / Node3D
6. Hand off to summer:animation/generate-motion for clips
The animation skill (summer: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 PublicSummerEngine 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.
- 8d ago First seen · 263 lines · 115 tokens per session scan A 5d7604e02d2a
character-model is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed 3d ago), licensed MIT. It adds 115 tokens to every session and 4,098 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-art
Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.