ワンクリックで
blender-game-world-builder
Drives Blender 5.1 headless on the user's laptop to generate Impact City 3D assets. Verified working.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Drives Blender 5.1 headless on the user's laptop to generate Impact City 3D assets. Verified working.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Production agent harness for designing, creating, organizing, validating, and documenting Impact City game assets. CLI at agents/pi-game-creator/.
Turns real AI risks into age-appropriate codex content. Use for all AI-risk educational content.
Prepares a clean asset workflow. Use when creating or organizing visual/audio assets.
Applies the Emerald Gothic Hopepunk visual system. Use after a playable route exists.
Owns the Impact City MVP from repo scan to final build. Use first and throughout.
Connects positive game actions to transparent impact tracking. Use for any mission/rebuild/purchase/dashboard event.
| name | blender-game-world-builder |
| description | Drives Blender 5.1 headless on the user's laptop to generate Impact City 3D assets. Verified working. |
Control Blender 5.1.1 on the local machine (headless) to procedurally generate,
export, and validate Impact City 3D assets. Verified working — all scripts in
scripts/blender/ have been run and produce real GLB files.
When generating or regenerating any 3D asset for Impact City: props, characters, environment blocks, or turntables. Also when validating the asset manifest.
C:\Program Files\Blender Foundation\Blender 5.1\blender.exe
(also referenced as BLENDER_PATH in the vault; currently set to blender —
update vault to the full path).docs/prompts/*.md, src/game/data/characters.ts.public/assets/3d/impact-city/.public/assets/3d/impact-city/manifests/.BLENDER="/c/Program Files/Blender Foundation/Blender 5.1/blender.exe"
"$BLENDER" --background --python scripts/blender/create_impact_city_asset_pack.py
"$BLENDER" --background --python scripts/blender/create_thomas_cosmos_turntables.py
"$BLENDER" --background --python scripts/blender/validate_game_assets.py
docs/research/game-production-workflow-synthesis.md
(concept → image→3D → Blender cleanup → retopo → rig → export).emerald-tablet-consent.glb (14.7KB)warden-terminal.glb (3.6KB)rustgarden-gate.glb (5.0KB)solar-charging-bench.glb (3.7KB)water-filter-station.glb (15.2KB)learning-kiosk.glb (3.7KB)thomas-placeholder.glb (210KB)cosmos-placeholder.glb (243KB)bpy.ops.export_scene.gltf with export_format="GLB"
(NOT export_scene.glb — that operator does not exist in 5.1).primitive_capsule_add is NOT available in 5.1 — use primitive_cylinder_add.Material.use_nodes triggers a deprecation warning (fine for 5.x, will need
migration before Blender 6.0).export_scene.glb or primitive_capsule_add (5.1-incompatible).