本文へ移動
cccskills
無料GitHub で公開

build-vesperfall-review-assets

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

インストール方法を見る

含まれるファイル(4)

  • SKILL.md3.4 KB
  • agents/openai.yaml273 B
  • references/catalog-contract.md1.7 KB
  • scripts/validate_pair.py1.5 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Build Vesperfall Review Assets

Create one reviewable asset pair without confusing catalog media, imported files, procedural factories, and future contracts.

Workflow

  1. Inspect repository truth before choosing a model path.
    • Locate shipped PNG, FBX, GLB, textures, runtime factories, and declared-but-missing paths.
    • Prefer a shipped FBX/GLB when it is the actual runtime source.
    • Use $img2threejs only when reconstructing from an image in code. Never relabel imported geometry as img2threejs.
    • Do not claim a GLB or texture exists because code declares a future URL.
  2. Produce the transparent catalog reference.
    • Reuse or derive from the production portrait when it already matches the asset identity.
    • Normalize catalog copies to 512×512 RGBA unless the project contract says otherwise.
    • Keep transparent corners and avoid baked floor, halo, or shadow.
    • Store project-bound output under public/asset-catalog/<category>/.
  3. Build the live model preview.
    • Put loading/model construction in a small asset-specific module.
    • Preserve runtime provenance in userData: source paths or factory, action count, sockets, and review-only status.
    • Attach equipment to named sockets. Keep materials, renderer, mixers, events, and animation frames disposable.
    • Frame from measured bounds. Ground from foot/contact geometry, not the lowest weapon tip.
  4. Pair the catalog surfaces.
    • Card/grid: transparent PNG only, with no canvas.
    • Selected inspector: one live model canvas plus truthful format label.
    • Add a button to an isolated preview or moveset route.
    • Keep fallback media visible until WebGL/model loading is ready.
  5. Build the isolated review route.
    • Expose the real action library when clips exist.
    • Provide restart, pause/play, action selection, drag rotation, source paths, and provenance.
    • For procedural motions, mark runtime, contract, and candidate actions separately.
  6. Validate before committing.
    • Run scripts/validate_pair.py <png> <model-source>.
    • Add inventory tests for exact paths, RGBA dimensions, preview kind, and route.
    • Test every motion/contact point deterministically when grounding changes with animation.
    • Run build, lint, full tests, and git diff --check.
    • Use the Codex in-app browser only. Verify desktop and mobile, card PNG/no canvas, inspector model/one canvas, preview navigation, grounding, scroll, overflow, broken media, and console warnings/errors.
  7. Commit the narrow task and hand off its exact SHA before deployment reconciliation.

Read references/catalog-contract.md when changing catalog types, provenance language, or review-route behavior.

Required reporting

Report:

  • PNG path, dimensions, and alpha status
  • model source or procedural factory
  • whether the model is imported, runtime procedural, or review-only reconstruction
  • preview route and available actions
  • test/build/browser proof
  • exact commit SHA

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch light.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

MengTo のスキルをすべて見る

このスキルの問題を報告する