Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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。
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
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 an editable animation project from the supplied mesh and references. Inspect existing work before changing it. Establish anatomy, skeleton needs, forward axis, units, frame rate, clips, loop/root-motion behavior and gameplay events from the task. Do not regenerate a supplied model as an incidental step. When continuing another artist's file, inventory the rigs, Actions, slots, constraints, reference media and export settings before editing. Keep a source copy and distinguish approved clips from experiments.
Place joints from anatomy and give them stable rolls and bend directions. Keep global placement separate from local body motion. Use editable contact controls where they help. Automatic weights are a starting point: inspect disconnected islands, opposite-side influence, shoulders/hips and rigid items. Normalize after pruning and respect the destination engine's influence limit. Test joint extremes before authoring the whole action library. An IK collapse can be a target/reach problem rather than a weight problem.
Block support changes, contact, impact and recovery before secondary motion. Assess floor contact using deformed sole geometry. Compare the same event in the source video and Blender, and inspect angles absent from the reference. Single-camera depth reconstruction is inferred motion, not measured mocap.
Preserve approved actions while creating revisions. When a frame looks broken, check nearby frames, interpolation, constraints and playback range before adding more animation. Stabilize foot support, then add body compression, head response, follow-through and tail motion where appropriate. Check loops through their seam. Readability from the game camera and responsive recovery matter more than a long decorative anticipation. Preserve approved gameplay event times.
Use duration = (last_frame - first_frame) / fps. Store duration and contact
times in seconds as well as frames. Changing fps alone changes speed; resample
in time when converting a clip. Keep a source action when making a compact game
variant. Each action needs explicit range and fps metadata. Check scene range,
preview range and NLA settings separately. Test action switching and ordinary
Play after saving and reopening; review scenes do not replace this check.
Bind the intended Action and its compatible slot explicitly. If several rigs
share a scene, playback range ownership must include the rig, Action, slot and
clip metadata, not just an Action name. Returning from an effect rig to a
character must restore the character's range. Suspend automatic range changes
while the user is posing. Save a readable textured viewport and verify it after
reopening; a render alone does not establish a usable authoring file.
Bake evaluated motion onto a separate runtime skeleton, preserving the control rig. Export intended mesh, runtime bones and clips; exclude helper bones, unrelated scenes and muted library actions. Record textures, clip names, durations, loop flags, root motion and events in the manifest.
Reimport from a copied directory into a clean scene. Verify bone count, skin, textures, duration and sampled poses in a common coordinate system. Account for UV/normal seam duplicates when comparing geometry. A raw vertex-index comparison can be misleading after a valid export. Check permanent mesh edits across every affected action, not just a single pose. Read export and integration checks for separate model/clip files, bind-basis failures and turn-to-locomotion handoff.
Deliver editable source, runtime export, source references, review evidence and a short engine guide. Distinguish source approval, export verification and actual engine integration. A valid FBX does not wire a gameplay event or Animator.
Example: one supplied robot with Idle and Walk. Verify all foot contacts, loop seam, normal action playback and a clean reimport. Dependencies: Blender, the supplied mesh/references, and target-engine access for an integration check. This module is a production workflow, not a universal one-click rigging script.
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。
概要と使いどころ
Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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。
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。
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。
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。
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。
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。