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Rigging Skinning Pipeline

skill-mrcalderon3d-everything-game-dev-code-rigging-skinning-pipeline · by MRCalderon3D

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

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Install

$ agentstack add skill-mrcalderon3d-everything-game-dev-code-rigging-skinning-pipeline

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Rigging and Skinning Pipeline

Purpose

Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.

Use When

  • characters or creatures need skeletal animation and no rig convention exists
  • animations must be shared or retargeted across multiple characters
  • deformation artifacts, bone-count costs, or attachment offsets keep recurring

Inputs

  • character/creature inventory and their animation needs
  • target runtime's skinning limits (bone count, influences per vertex)
  • shared-animation and retargeting requirements
  • attachment needs (weapons, props, cloth, accessories)

Process

  1. define the canonical skeleton per character family: bone naming, hierarchy, orientation conventions, and a documented rest pose (T or A)
  2. budget bones and influences per vertex (typically 4) against the weakest target; separate deform bones from control/helper bones and export only deform bones
  3. standardize skinning quality rules: clean weights at deformation hotspots (shoulders, hips, spine), no influences from non-deform bones, normalized weights
  4. make rigs retarget-friendly: consistent proportions of the core hierarchy, humanoid-standard naming where the runtime supports retargeting
  5. define attachment sockets/bones (hands, back, hips) with documented orientation so props attach without per-prop offsets
  6. validate every new rig with a standard pose/animation set before production animations are authored on it

Outputs

  • skeleton convention sheet per character family (naming, hierarchy, rest pose)
  • bone and influence budgets
  • skinning quality checklist and validation pose set
  • attachment socket map

Quality Bar

  • any animator can open any character and find the same skeleton conventions
  • shared animations retarget across the family without per-character cleanup
  • deformation passes the validation pose set at the budgeted influence count
  • props attach to sockets correctly without per-prop offset hacks

Common Failure Modes

  • every character rigged ad hoc, so nothing retargets and every animation is single-use
  • control rigs exported into the runtime, doubling bone counts silently
  • skin weights tweaked per animation instead of fixing the rig once
  • attachment points eyeballed per prop, drifting as characters change

Related Agents

  • technical-artist
  • animation-programmer

Related Commands

  • art-3d-pass
  • perf-budget

Related Skills

  • 3d-animation-pipeline
  • 3d-asset-pipeline

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns the rig and deformation; 3d-animation-pipeline owns the clips authored on it.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.