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3d-production-routing

Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.

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Route 3D production

Start with the intended deliverable: image reference, editable geometry, textured mesh, material maps, rigged character or engine-ready animation. Inspect the supplied assets and the target engine before selecting a route.

NeedSkill
Explore silhouettes or edit an accepted imageimage-reference-workflow
Front sheet, parts and modeling referencescharacter-sheet-pipeline
Generate images, meshes, material maps or video through fal.aifal-ai-generation
Work through an existing Higgsfield accounthiggsfield-workflow
Editable procedural geometry in Three.jsimg2threejs
Validate and deliver a PBR materialmaterials-to-game
Analyze motion timingmotion-reference-workflow or video-watch
Rig, skin, animate and export in Blenderblender-game-animation
Integrate clips and locomotion transitions in an enginegame-animation-integration
Plan and implement event-driven visual effectsgame-vfx-workflow
Develop a HUD or menu from concept through live game stategame-ui-workflow
Design and validate a playable levelgame-level-design
Select and integrate game soundsgame-audio-workflow
Verify the result in the actual gamegameplay-visual-review

Read the selected skill before execution. Its presence does not mean its MCP, CLI, account or editor is connected. Inspect live capabilities and exact model schemas; keep provider choices and accepted references from the current task.

For a game asset, separate concept acceptance from mesh acceptance. Verify topology, scale, materials, rig, root motion and engine import as applicable. A successful API request or attractive render is not an engine handoff. Record the chosen route and acceptance criteria in the current project card.

レビュー

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同じリポジトリのスキル

概要と使いどころ

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.

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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client. Use for fal model discovery, reference uploads, generation, recovery and local delivery.

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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.

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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime 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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Use for unit voices, foley, impacts, UI cues and ambience.

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。

witnesstodark/mr-mak-workspace3612026年10月11日 更新

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