Install any skill in seconds. Free to start, no credit card required.
Get Started Free →Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death c
.claude/skills/mengto-build-rigged-game-assets/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-09 | ✗→✓ | ▲ Improved | -10% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 70% | 0% |
| case-13 | ✗→✓ | ▲ Improved | 46% | 0% |
| case-16 | ✗→✓ | ▲ Improved | 70% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 106% | 0% |
Build one truthful actor package from source reference through gameplay and catalog proof.
Inspect repository truth before generating or editing files:
character or monster.catalog-only, review-only, or runtime. Do not call an asset implemented until gameplay loads it.Copy the matching template from assets/, fill it in, and keep it beside the implementation or in the project’s asset metadata location:
character-asset-manifest.template.jsonmonster-asset-manifest.template.jsonRun scripts/validate_asset_manifest.py <manifest> before building. Re-run with --root <repo> for shipped-file checks and --require-verified only after every acceptance check has actually passed.
Read references/requirements.md before creating the model, rig, actions, equipment, sockets, or collision data. Read references/catalog-and-testing.md when adding the catalog card, inspector, moveset route, telemetry, or release tests.
id, semantic role, loop policy, root-motion policy, duration, contact events, and source.Treat the main model as the persistent body/base layer. Do not fuse swappable equipment into it.
idle, walk, run, primary-attack, hit, dodge, and death. Add block/ward, charged attack, cast, bow aim/shoot, jump, interaction, or class actions when gameplay exposes them.Treat a monster as one authored combat actor, not a player wardrobe.
idle, locomotion, primary-attack, hit, and death.Create both surfaces:
Provide:
The inspector must load the same runtime model, rig, clips, equipment rules, and action API claimed by gameplay. A screenshot or separate look-dev mesh is not runtime proof.
Run the project’s focused asset tests, manifest validator, build, lint, full tests, and git diff --check.
In the repository-approved browser:
Commit only the narrow asset lane. Report the manifest, main/runtime models, gear files, rig and sockets, actions, catalog route, status, verification results, known boundaries, and exact commit SHA. Report full-suite baseline failures separately.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→fail | 3,375 | 17,097 | +407% | 1 | 1 | 0% | 211 | 1,808 | +757% | 0 | 0 | — |
case-02 | fail→fail | 4,077 | 4,406 | +8% | 1 | 1 | 0% | 219 | 1,825 | +733% | 0 | 0 | — |
case-03 | fail→fail | 5,341 | 4,479 | -16% | 1 | 1 | 0% | 268 | 1,806 | +574% | 0 | 0 | — |
case-04 | pass→pass | 7,036 | 4,894 | -30% | 1 | 1 | 0% | 1,190 | 2,450 | +106% | 0 | 0 | — |
case-05 | pass→pass | 16,713 | 4,790 | -71% | 1 | 1 | 0% | 2,474 | 2,381 | -4% | 0 | 0 | — |
case-06 | pass→pass | 11,852 | 3,223 | -73% | 1 | 1 | 0% | 2,028 | 2,106 | +4% | 0 | 0 | — |
case-07 | pass→pass | 14,596 | 14,836 | +2% | 1 | 1 | 0% | 2,347 | 3,944 | +68% | 0 | 0 | — |
case-08 | pass→pass | 14,859 | 10,463 | -30% | 1 | 1 | 0% | 2,273 | 3,047 | +34% | 0 | 0 | — |
case-09 | fail→pass | 19,685 | 8,842 | -55% | 1 | 1 | 0% | 3,307 | 2,988 | -10% | 0 | 0 | — |
case-10 | pass→pass | 11,778 | 7,994 | -32% | 1 | 1 | 0% | 1,774 | 2,823 | +59% | 0 | 0 | — |
case-11 | fail→pass | 13,498 | 10,729 | -21% | 1 | 1 | 0% | 1,901 | 3,240 | +70% | 0 | 0 | — |
case-12 | pass→pass | 14,809 | 6,436 | -57% | 1 | 1 | 0% | 2,181 | 2,621 | +20% | 0 | 0 | — |
case-13 | fail→pass | 11,736 | 6,404 | -45% | 1 | 1 | 0% | 1,757 | 2,562 | +46% | 0 | 0 | — |
case-14 | pass→pass | 19,555 | 17,062 | -13% | 1 | 1 | 0% | 2,846 | 4,150 | +46% | 0 | 0 | — |
case-15 | pass→pass | 7,526 | 4,296 | -43% | 1 | 1 | 0% | 1,099 | 2,239 | +104% | 0 | 0 | — |
case-16 | fail→pass | 8,290 | 5,705 | -31% | 1 | 1 | 0% | 1,532 | 2,598 | +70% | 0 | 0 | — |
case-17 | pass→pass | 8,955 | 6,901 | -23% | 1 | 1 | 0% | 1,444 | 2,592 | +80% | 0 | 0 | — |
case-18 | pass→pass | 9,299 | 7,920 | -15% | 1 | 1 | 0% | 1,546 | 2,873 | +86% | 0 | 0 | — |
case-19 | pass→pass | 17,529 | 14,098 | -20% | 1 | 1 | 0% | 2,711 | 3,693 | +36% | 0 | 0 | — |
case-20 | fail→fail | 22,189 | 27,331 | +23% | 1 | 1 | 0% | 3,672 | 6,353 | +73% | 0 | 0 | — |
case-21 | fail→fail | 25,817 | 38,442 | +49% | 1 | 1 | 0% | 5,238 | 7,850 | +50% | 0 | 0 | — |
case-22 | fail→fail | 21,098 | 27,690 | +31% | 1 | 1 | 0% | 3,274 | 5,445 | +66% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted, and 19 counted toward the lift figure. The other 3 produced results that are not comparable between the two arms, so they are excluded from the headline rather than averaged into it. The headline lift of +18 percentage points is the difference between those two pass rates over the 19 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.