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meshy-asset-production

Runs Final Stand Meshy geometry and texture production with governed reference packs, candidate review, credit accounting and immutable exports. Use when generating, retrying, texturing or recovering a Meshy unit task; humanoid rigging and motion selection belong to humanoid-animation.

Quellinformationen

Repository
TheOrcDev/skills
Letzte Quellaktivität
13. September 2026 um 21:55
Erkannte Sprache von SKILL.md
Englisch
Sterne
106
Forks
4

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Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.

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Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.

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SKILL.md wird angezeigt

SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
meshy-asset-production
description
Runs Final Stand Meshy geometry and texture production with governed reference packs, candidate review, credit accounting and immutable exports. Use when generating, retrying, texturing or recovering a Meshy unit task; humanoid rigging and motion selection belong to humanoid-animation.
# Meshy asset production Turn a governed reference pack into an auditable geometry candidate and texture child task. Read [WORKFLOW.md](WORKFLOW.md) before a provider transaction; it contains the established recipe and receipt requirements. ## Before transacting - Read the current coordination board, applicable plan, subject contract, prepared manifest and existing task receipts. Codex is the sole writer for Meshy credits and the proof ledger under the project ownership rules. - Resolve existing user authorization, the applicable credit ceiling, spend already recorded and outstanding jobs. Continue authorized work without repeated permission questions. A skill request or old balance entry does not itself authorize spending; do not reuse another plan's allowance. - Use the signed-in Meshy Chrome session through the available browser tools. Follow their current documentation; use supported upload/download mechanisms and preserve private visibility. - Verify the four actual upload files and slot thumbnails against their hashes and directions. If pack preparation is missing, use [game-art-reference-packs](../game-art-reference-packs/SKILL.md). - Inspect the live settings and displayed charge. Treat the recipe as the project's recorded baseline, not a promise about current provider prices or UI labels. Record cosmetic label changes; resolve material cost, privacy, model or route changes against existing authority before submitting. ## Generate and review 1. Submit one geometry job and record its task ID, inputs, settings and balance movement immediately. When a click times out, inspect the task list and balance before any retry so the same request is not paid twice. 2. Inspect front, back and sides for subject identity, exact limb count, complete equipment and coherent volume. Download and audit the raw exports; browser printability and preview approval are not independent topology evidence. 3. Reject missing identity masses, unrepairable anatomy or equipment fused beyond the permitted repair scope. Keep rejection receipts and original outputs. Apply the active plan's candidate limit; the original unit route permits at most two geometry candidates. 4. If a retry is authorized, retain the fixed inputs/settings unless a recorded experiment explicitly changes them. Rhazgar's Pose-off retry is subject-specific evidence, not permission to disable pose for every humanoid. 5. Run the linked texture task only once the geometry is suitable for that spend. Inspect both UV/material data and whether the surface still matches the subject's material identity. 6. Preserve geometry, texture and later rig/animation work as separate linked transactions. Reconcile actual charges, including rejected or failed jobs, before advancing the production status. ## Handoff and limits Deliver the chosen geometry/texture task IDs, immutable exports, exact hashes, raw audits, previews, credit totals and remaining defects to [game-model-cleanup](../game-model-cleanup/SKILL.md). A high-density raw mesh is expected; the final game budget is enforced after cleanup. For production humanoid rigging and preset animations, read [humanoid-animation](../humanoid-animation/SKILL.md). For local creature animation, read [creature-animation](../creature-animation/SKILL.md). The later animation plans supersede the original proof's provisional rig options where recorded. Do not promote a provider preview to final art acceptance, overwrite raw exports, buy subscriptions, publish to Community, or exceed the applicable remaining allowance. If only an art judgment or exception is missing, preserve the evidence and record that exact decision for the operator.
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