
rehan-remade/animated-asset-skill
Developer toolsこのページは AI により自動翻訳されています。技術的な詳細は原文をご確認ください。 原文を見る
One sentence -> a rigged, animated voxel creature or RPG character. Claude Code skills + tools: fal Seedream/Hunyuan-3D -> voxelizer -> headless Blender (derived rig, procedural gaits or CC0...
概要
Two Claude Code skills and the tools behind them, built for my voxel game: - — "a cheerful corgi" → a quadruped with 13 procedural gait clips. Ran it on 40 animals in one go. - — "a dwarf miner" → a humanoid with 33 RPG clips (sword, two-hand chop, mining, spellcasting, block, hit, death, interact, pick-up, jump, sit …) retargeted from a CC0 library, plus weapon slots and voxel props. Both derive the skeleton from the voxel grid, verify the result with maths rather than by eye, and export glTF. The trick that makes it work on any quadruped: the skeleton is . The leg zone is the bottom layers that are still split into separate blobs, the tail is the narrow trailing slices, the head is whatever rises above the back at the front. The same gait maths then runs on every animal, scaled by leg length.
README
以下は原文 README の抜粋です。原文を見る。
animated-asset
One sentence in. A rigged, animated voxel character out.
Two Claude Code skills and the tools behind them, built for my voxel game:
animated-asset— “a cheerful corgi” → a quadruped with 13 procedural gait clips. Ran it on 40 animals in one go.rpg-character— “a dwarf miner” → a humanoid with 33 RPG clips (sword, two-hand chop, mining, spellcasting, block, hit, death, interact, pick-up, jump, sit …) retargeted from a CC0 library, plus weapon slots and voxel props.
Both derive the skeleton from the voxel grid, verify the result with maths rather than by eye, and export glTF.
How it works
| Stage | What happens | Tool |
|---|---|---|
| 1. concept | fal Seedream draws 4 voxel-style concepts from a prompt template. You pick one. | tools/pipeline/concept.py or the fal MCP tools |
| 2. mesh | Hunyuan-3D turns the picked image into a textured mesh | fal, via run_creature.py |
| 3. voxelize | A small C++ voxelizer cuts the mesh into 5 cm cells, detects which end is the head | tools/voxelizer |
| 4. rig + animate | Headless Blender reads the body plan off the voxel grid, builds a 14-bone rig, authors 13 clips, checks the gaits with math, exports glTF | tools/rig |
The trick that makes it work on any quadruped: the skeleton is derived from the voxels. The leg zone is the bottom layers that are still split into separate blobs, the tail is the narrow trailing slices, the head is whatever rises above the back at the front. The same gait maths then runs on every animal, scaled by leg length.
Gaits are verified numerically, never by eye: every planted foot has to sweep tailward and touch the ground, the gallop needs a frame with zero feet down, one-shot clips have to return to the rest pose. A vision-model panel once approved a backwards walk on this project; nothing visual is a gate anymore.
rpg-character: humanoids with an RPG move set
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インストール
npx skillfish add rehan-remade/animated-asset-skill