
一句话——>一个绑定的动画体素生物或角色扮演。Claude代码技能+工具:fal Seedream/Hunyuan-3D ->体素器 ->无头Blender(衍生装置、程序步态或CC0......
概览
两项Claude代码技能及其背后工具,专为我的体素游戏打造: - ——“一只开朗的柯基”→一只四足动物,拥有13个程序化步态弹夹。一次性用40只动物运行。- ——“矮人矿工”→一个拥有33个RPG弹夹的人形生物(剑、双手砍击、采矿、施法、格挡、攻击、死亡、互动、拾取、跳跃、坐下......),这些弹夹是从CC0库中重新定位,外加武器槽和体素道具。 两者都从体素网格中推导出骨架,通过数学而非肉眼验证结果,并导出glTF。 让它在任何四足动物身上都奏效的诀窍是:骨骼是。腿区是底部层,仍被分割成独立的团块,尾巴是狭窄的尾部切片,头部是前方背部以上的部分。同样的步态计算适用于每只动物,按腿长比例划分。
概述(AI 翻译)
只说一句。一个控的动画体素角色出局。
两项Claude代码技能及其背后工具,专为我的体素游戏打造:
animated-asset——“一只开朗的柯基”→一只四足动物,配备13个程序化步态夹。一次性在40只动物身上运行。rpg-character——“矮人矿工”→拥有33个RPG弹夹(剑、双手砍击、采矿、施法、格挡、攻击、死亡、互动、拾取、跳跃、坐下等),由CC0库重新定位,外加武器槽和体素道具。
两者都从体素网格中推导出骨架,通过数学而非肉眼验证结果,并导出glTF。
它是如何运作的
| 舞台 | 发生了什么 | 工具 |
|---|---|---|
| 1. 概念 | fal Seedream 从提示模板中提取 4 个体素风格的概念。** 你选择一个。** | tools/pipeline/concept.py 或 fal MCP 工具 |
| 2. 网格 | Hunyuan-3D将选定的图像转换为纹理网格 | fal,通过run_creature.py |
| 3. 体素化 | 一个小型C++体素器将网格切割成5厘米单元格,检测哪一端是头部 | tools/voxelizer |
| 4. |
本页由 AI 翻译,技术细节请以原文为准。
README
以下为原文 README 节选,完整内容请查看原文。
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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安装
npx skillfish add rehan-remade/animated-asset-skill