بنقرة واحدة
3d-animation-pipeline
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.
Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent and batchable.
| name | 3d-animation-pipeline |
| description | Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips. |
| origin | everything-game-dev-code |
| category | art-audio-content |
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips so they play correctly, blend cleanly, and stay within budgets.
animation-state-patterns owns runtime state-machine architecture; 2d-animation-pipeline owns sprite and skeletal-2D equivalents.