| name | build-rigged-game-assets |
| description | Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog. |
Build Rigged Game Assets
Build one truthful actor package from source reference through gameplay and catalog proof.
Establish the contract first
Inspect repository truth before generating or editing files:
- Locate the source image/model, runtime loader, skeleton conventions, action API, equipment system, collision system, catalog schema, review routes, budgets, and tests.
- Classify the actor as
character or monster.
- Classify delivery as
catalog-only, review-only, or runtime. Do not call an asset implemented until gameplay loads it.
- Preserve immutable source artifacts separately from optimized runtime files.
- Decide target formats before using a credit-bearing generator.
Copy the matching template from assets/, fill it in, and keep it beside the implementation or in the project’s asset metadata location:
character-asset-manifest.template.json
monster-asset-manifest.template.json
Run scripts/validate_asset_manifest.py <manifest> before building. Re-run with --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.