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.
中文简介正在准备中。当前显示英语简介。
- 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/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- Add custom benches and signs to CARLA
- Import a folder of models grouped by tag
- Check model dimensions and spawning
carla-simulator/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- Importing a custom RoadRunner map into CARLA
- Importing a large city split into tiles
- Rebuilding navigation areas for missing pedestrians
carla-simulator/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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/carla☆ 1.5万2026年10月21日 更新
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.
中文简介正在准备中。当前显示英语简介。
- Integrating FBX or GLB characters into gameplay
- Separating swappable weapons and armor from character bodies
- Defining monster animations and attack collision timing
MengTo/Skills☆ 68772026年10月18日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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/Skills☆ 68772026年10月18日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10782026年10月20日 更新
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".
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1092026年10月13日 更新
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.
中文简介正在准备中。当前显示原文说明。
ellmos-ai/skills☆ 82026年10月19日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
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.
中文简介正在准备中。当前显示原文说明。
MikeCheng1208/BattleTree☆ 22026年7月22日 更新
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.
中文简介正在准备中。当前显示英语简介。
- Load GLTF/GLB models into a Three.js scene
- Show loading progress across multiple assets
- Use HDR images for backgrounds and reflections
calesthio/OpenMontage☆ 7万2026年10月17日 更新
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.
中文简介正在准备中。当前显示英语简介。
- 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_leaks☆ 7万2026年10月20日 更新
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.
中文简介正在准备中。当前显示原文说明。
majidmanzarpour/threejs-game-skills☆ 25582026年9月28日 更新
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10782026年10月20日 更新
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.
中文简介正在准备中。当前显示原文说明。
scenario-labs/skills☆ 10782026年10月20日 更新