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$ agentstack add skill-mrcalderon3d-everything-game-dev-code-rigging-skinning-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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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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
- define the canonical skeleton per character family: bone naming, hierarchy, orientation conventions, and a documented rest pose (T or A)
- budget bones and influences per vertex (typically 4) against the weakest target; separate deform bones from control/helper bones and export only deform bones
- standardize skinning quality rules: clean weights at deformation hotspots (shoulders, hips, spine), no influences from non-deform bones, normalized weights
- make rigs retarget-friendly: consistent proportions of the core hierarchy, humanoid-standard naming where the runtime supports retargeting
- define attachment sockets/bones (hands, back, hips) with documented orientation so props attach without per-prop offsets
- 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-pipelineowns 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.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.