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Guide · Agent skill

How to use the Build Rigged Game Assets agent skill

Updated · written with AI from the project's own documentation and checked against our catalogue data

The Build Rigged Game Assets skill is an instruction package that teaches an AI coding agent to turn a 3D character or monster into a game-ready package: a main model, a skeleton, animation clips, sockets for gear, collision data, and an interactive preview page in a game asset catalog. It is aimed at game developers and technical artists who already have a game repository with a runtime loader, an asset catalog and a test suite. After this guide you will know how to install the skill, how to ask for it in plain language, and what the agent will check and produce.

Build Rigged Game AssetsMengTo/Skills · MIT

Quick start

  1. 1Download and unzip. Download the ZIP from this page and unzip it into ~/.claude/skills/ or your project's .claude/skills/ folder, keeping the folder name build-rigged-game-assets.
  2. 2Confirm prerequisites. Make sure Python 3 is installed and that your game repository has a runtime loader, an asset catalog and a test suite. The skill inspects these before it edits anything.
  3. 3Ask in plain language. Describe the actor, whether it is a character or monster, the source file type and the gear or actions you need.
  4. 4Fill in the manifest. The agent copies the matching template from assets/ and fills in source, rig, actions, equipment and collision data.
  5. 5Run the validator. Run scripts/validate_asset_manifest.py on the manifest before building, and add --root <repo> for shipped-file checks.
  6. 6Verify in the browser. Check the card, the inspector's actions, equipment toggles, camera views and failure states in the repository-approved browser.

What an agent skill is and what this one does

An agent skill is a folder with a SKILL.md file and optional reference files, scripts and templates that an AI agent reads when a request matches the skill's description. This skill covers the full process for a rigged actor: reading the source, classifying the actor as a character or a monster, building one stable rig, defining actions, wiring the asset into gameplay, and adding catalog media and tests.

The skill tells the agent to inspect the repository before editing anything. It must locate the source model, runtime loader, skeleton conventions, action API, equipment system, collision system, catalog schema and tests, and it must classify delivery as catalog-only, review-only or runtime. An asset is not considered implemented until gameplay actually loads it.

  • Characters: a persistent body layer, with swappable equipment such as swords, shields, helmets and armor kept as separate assets bound to named sockets.
  • Monsters: one authored combat actor, with separate parts only where they must animate, hide, detach or collide on their own.
  • Both: required action roles, navigation and hurt colliders, a manifest validated by a Python script, and deterministic tests.

Install the skill from the ZIP

Download the ZIP for this skill from this page and unzip it. The skill folder must be named build-rigged-game-assets so the agent can find it. You can install it for yourself or for one project.

For a personal install, place the folder in ~/.claude/skills/. For a single project, place it in that project's .claude/skills/ folder. Alternatively, upload the skill in the Claude apps under Settings → Capabilities → Skills.

  • Personal: ~/.claude/skills/build-rigged-game-assets/
  • Project only: <your-repo>/.claude/skills/build-rigged-game-assets/
  • Claude apps: Settings → Capabilities → Skills, then upload the skill.
~/.claude/skills/build-rigged-game-assets/

Trigger the skill with natural requests

You do not need to name the skill. The agent uses it when your request matches the skill description. Describe the actor, the delivery goal and the gameplay you need. Mention the files you have, such as FBX or GLB game actors, and the gear or actions you need.

Good requests name the actor type and the outcome. The skill also covers auditing an existing asset and adding equipment or action controls to a catalog.

  • Import this FBX monster and wire it into combat, with telegraph, active and recovery windows for each attack.
  • Make a rigged character from this GLB with separate sword, shield and helmet assets, and add a catalog card and inspector.
  • Audit the rig and sockets on our existing knight asset and tell me what is missing from the required action roles.
  • Add idle, walk, run, attack, hit, dodge, block and death clips to this character and add deterministic tests for them.

Check the manifest with the validator

The skill provides two manifest templates, one for characters and one for monsters. The agent copies the matching template, fills it in and runs the Python validator on it before building. The validator needs Python 3. With the --root option it also checks that shipped files exist in your repository. The --require-verified option is meant only for after every acceptance check has actually passed.

You can run the validator yourself to see what the agent is checking.

  • Templates: assets/character-asset-manifest.template.json and assets/monster-asset-manifest.template.json
  • Validator: scripts/validate_asset_manifest.py
python3 scripts/validate_asset_manifest.py <manifest>

Review the browser checks the agent will run

The skill asks for browser verification in the repository-approved browser. The catalog card must be a transparent PNG with zero WebGL canvases. The selected inspector must hold exactly one live model canvas. The agent is asked to click every action, toggle every character slot and all equipment off, inspect the model from front, back and both sides, and check the narrow or mobile layout.

Read these checks before you accept a result. The skill states that a screenshot or a separate look-dev mesh is not runtime proof.

  • Card: one transparent image and zero canvases.
  • Inspector: one model host and canvas, every action playable, slots toggled cleanly.
  • Failure paths: fallback image and model-load failure behavior are tested.
  • Console: no broken media and no warnings or errors.

Keep the commit narrow and reportable

The skill asks the agent to commit only the narrow asset lane and to report the manifest, main and runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries and the exact commit SHA. Full-suite baseline failures must be reported separately from the asset's own results.

Before committing, the agent runs the project's focused asset tests, the manifest validator, the build, lint, the full test suite and git diff --check. The exact commands depend on your project.

What people use it for

  • Importing a monster from an FBX file and defining its telegraph, active and recovery windows for each attack.
  • Building a playable knight with separate sword, shield and helmet assets bound to named sockets, with stowed states.
  • Auditing an existing character's action roles and sockets against the requirements reference.
  • Adding a catalog card and a moveset inspector route for a game asset, with deterministic telemetry tests.

Frequently asked questions

How do I install the build-rigged-game-assets skill?

Download the ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder for one repository. You can also upload it in the Claude apps under Settings → Capabilities → Skills.

What do I need to use this skill?

You need Python 3 to run the manifest validator, a game repository with a runtime loader, an asset catalog and a test suite, and a browser for the visual verification step. The skill assumes these exist and does not create them.

Is the Build Rigged Game Assets skill free?

The skill is listed under the MIT licence. The source does not state any price. A separate 3D model generator or credit-bearing service may be used if you ask the agent to generate new assets, and the skill does not specify which one or what it costs.

Can this skill create a 3D character from scratch?

No. The skill does not model or animate by itself. It works from an existing source model or import, then builds the runtime files, rig, actions, equipment, collision data, catalog page and tests around it.

Does the skill run code or access the network?

It runs scripts, including the Python manifest validator, and it does not use the network according to its listing. Review the scripts before you run them in a sensitive project.

Why does the agent say an asset is not implemented yet?

The skill says an asset is not implemented until gameplay loads it. Assets marked catalog-only or review-only are shown as such until the runtime path uses them.

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Our verdict

Use this skill if you maintain a game repository with a rigged-asset pipeline, a catalog and tests, and you want an agent to follow a strict, checkable process for characters and monsters. Pick something else if you need help creating 3D art from nothing, or if your project has no runtime loader or catalog for the guidance to apply to.

Download the skill