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cccskills

'fbx' 검색 결과

39건 · 관련도순

Import an FBX character into a CARLA source build as a pedestrian available through the Python API. Check its GEN3 skeleton, create assets and a walker blueprint, register it, and verify spawning, ground placement, and movement.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Add a custom FBX character as a CARLA pedestrian
  • Check whether an FBX uses the required GEN3 skeleton
  • Investigate floating or motionless imported pedestrians
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Import a custom pedestrian into CARLA on UE 5.8, connect it to the shared animation skeleton, and verify that it moves. Export an existing walker as an FBX starting point or investigate a walker that stands still.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Add a custom pedestrian to CARLA
  • Export an existing walker as an FBX for editing
  • Investigate a walker that spawns but does not move
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Import a four-wheel FBX vehicle into a CARLA source build, configure its physics, wheels, and animation, and register it for the Python API. Verify that the resulting vehicle can spawn, drive, and steer.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Importing a custom van or truck into CARLA
  • Registering a vehicle for spawning through the Python API
  • Checking why an imported vehicle will not drive or steer
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Import FBX 3D models into CARLA as props that can be placed through its Python API. Handles category tags, measured dimensions, asset registration, and spawn checks for individual files or folders of models.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Add custom benches and signs to CARLA
  • Import a folder of models grouped by tag
  • Check model dimensions and spawning
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Import FBX 3D models into CARLA on UE 5.8 and register them as props that can be placed in a simulation. Check measured dimensions, adjust scale, verify placement on a running server, and undo imports when needed.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Add a custom bench or object to CARLA
  • Fix imported props missing from the blueprint library
  • Import a folder of props organized by tag
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Import RoadRunner geometry and road data into a CARLA source build, then verify the map loads and supports driving. Handle tiled maps and generate and inspect pedestrian navigation areas for standard maps.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Importing a custom RoadRunner map into CARLA
  • Importing a large city split into tiles
  • Rebuilding navigation areas for missing pedestrians
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Guides custom map imports into CARLA on UE 5.8, from FBX geometry and OpenDRIVE road data to packaging or temporary road generation. Helps choose a supported route and verify map files and loading.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Testing a road network from an OpenDRIVE file
  • Importing a town with buildings into the editor
  • Including a custom map in a server package
carla-simulator/carla1.5만2026년 10월 20일 업데이트

Build, integrate or audit rigged 3D game characters and monsters, including skeletons, animations, equipment and collision rules. Connect assets to gameplay and provide an interactive inspector to verify actions, equipment states and runtime behavior.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Integrating FBX or GLB characters into gameplay
  • Separating swappable weapons and armor from character bodies
  • Defining monster animations and attack collision timing
MengTo/Skills6.9천2026년 10월 18일 업데이트

Prepare Vesperfall game assets as paired transparent PNG cards and live 3D previews. Track each model’s actual source, expose available animations, and validate catalog displays, ground contact, and review pages through tests and browser checks.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Adding characters or equipment to the Vesperfall catalog
  • Pairing transparent PNG cards with live 3D previews
  • Reviewing animations and ground contact on an isolated page
MengTo/Skills6.9천2026년 10월 18일 업데이트

Imports an FBX vehicle into a CARLA source build as a spawnable vehicle.<make>.<model> — checks the FBX carries CARLA's 4-wheel bone rig, imports the mesh, then assembles the vehicle through CarlaTools' VehicleAuthoringLibrary (physics asset with kinematic wheel bodies, retargeted anim blueprint, four configured wheel blueprints, the vehicle blueprint), registers it in VehicleFactory through CARLA's own add_vehicle_to_vehicle_factory.py, and verifies it spawns, drives and steers. Use when the user asks to "add a car/truck/van to CARLA", "import a vehicle FBX", or needs a custom drivable vehicle spawnable from the Python API.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

Imports an FBX pedestrian into a CARLA source build as a spawnable walker.pedestrian.NNNN — checks the FBX is skinned to CARLA's GEN3 rig, imports the mesh, physics asset and materials, builds the walker blueprint from a GEN3 donor, registers it in WalkerFactory through CARLA's own add_walker_to_walker_factory.py, and verifies it spawns, stands on the ground and walks. Use when the user asks to "add a pedestrian to CARLA", "import a walker/character FBX", or needs a custom human spawnable from the Python API.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 20일 업데이트

Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

RobLe3/cc-blender-skill1072026년 10월 13일 업데이트

General Blender workflow skill for AI agents working with .blend, .fbx, .obj, .glb, glTF, materials, scene inspection, bpy automation, headless Blender batch runs, export/reimport validation, previews, and optional Blender MCP control. Use when a task asks to open, inspect, create, automate, convert, optimize, render, or verify Blender or 3D asset files in a user-agnostic way.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ellmos-ai/skills82026년 10월 19일 업데이트

Imports a pedestrian into CARLA on UE 5.8 as a spawnable, animating walker — imports the skinned FBX bound to CARLA's shared pedestrian skeleton, duplicates a donor walker blueprint and repoints it at the new mesh, and registers it in WalkerParameters.json as walker.pedestrian.<id>. Can also export a shipped walker to FBX, which is how you obtain a rig-conforming mesh to start from. Use when the user asks to "import a walker/pedestrian", "add a custom character", "clone a walker", or has a walker that spawns but stands still.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

Imports FBX meshes into CARLA on UE 5.8 as spawnable props — drives the editor headlessly to import the mesh, derives the prop size from its measured bounds, and registers it in PropParameters.json so it appears in the blueprint library as static.prop.<name>. Handles the FBX unit-scale problem, verifies the result against a running server, and can revert cleanly. Use when the user asks to "import a prop", "add a custom mesh/object to CARLA", "make my model spawnable", or a prop imports but never shows up in the blueprint library.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

Imports a custom RoadRunner map (FBX geometry + XODR OpenDRIVE) into a CARLA source build as a drivable map — reads the map from the directory the user names, runs CARLA's Import.py to cook the level, Traffic Manager graph and (standard maps only) pedestrian navmesh, and verifies it loads on a server. Handles both standard maps and large tiled maps; large maps get no navmesh, matching upstream CARLA. Use when the user asks to "import a map into CARLA", "add a custom/RoadRunner map", "ingest an FBX+XODR map", "make import", bring in a "large/tiled map", or fix missing walkers / a missing pedestrian navmesh.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

carla-simulator/carla-agentic-tools42026년 9월 12일 업데이트

3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

MikeCheng1208/BattleTree22026년 7월 22일 업데이트

Build asset loading for Three.js scenes, including 3D models, textures, and HDR images for backgrounds and reflections. Coordinate multiple files, track loading progress, reuse cached assets, and handle failures with retries or fallback files.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Load GLTF/GLB models into a Three.js scene
  • Show loading progress across multiple assets
  • Use HDR images for backgrounds and reflections
calesthio/OpenMontage7만2026년 10월 17일 업데이트

3d-object

무료

Create a 3D object with three.js, inspect it from every angle in an interactive viewer, and download it as OBJ + MTL or GLB for use in other 3D applications.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Create a 3D object and inspect it from every angle
  • Export a model for further editing in Blender
  • Review an object's silhouette and materials
asgeirtj/system_prompts_leaks7만2026년 10월 20일 업데이트

Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly conversion. Pair with threejs-image-generator for concept and texture references first.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

majidmanzarpour/threejs-game-skills2.6천2026년 9월 28일 업데이트

Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 20일 업데이트

Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 20일 업데이트