Add image-blast-character skill: auto-rigged humanoid characters from one image#4
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gnoblin wants to merge 1 commit into
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Add image-blast-character skill: auto-rigged humanoid characters from one image#4gnoblin wants to merge 1 commit into
gnoblin wants to merge 1 commit into
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…mage A new skill that turns one reference image (or text prompt) into a rigged, animated humanoid GLB ready for any game engine. Wraps the existing `meshy-3d.mjs` script with the rigging + animation flags already in the repo as a first-class skill, alongside `image-blast-3d` (static props) and `image-blast-world` (Marble environments). Why this is its own skill rather than an `image-blast-3d` flag: - Inputs are pose-sensitive — Meshy auto-rig only works on humanoids in a T-pose / A-pose, front view, clean background. The skill scaffolds a flux-schnell prompt that produces that shape reliably, instead of expecting users to know the requirements. - Output is multi-clip (walking.glb + running.glb + rigged_character.glb) and the skill spells out which file to import for which use case. - Fallback path is non-obvious: non-humanoid input → fall back to `image-blast-3d` (static) and tell the user to rig manually in Blender or via an external tool. The skill documents this so it isn't a silent failure. End-to-end tested on two characters — a zombie and a skeleton warrior — generated with the same prompt scaffold, both auto-rigged and animated in ~4 minutes wall clock at ~$1 each in FAL credits. Demo / showcase repo using this skill plus the rest of the image-blaster pipeline: https://github.com/aignoblin/image-blaster-unity Agent: claude-mac Session: 1d0f99f7-68e3-4c8a-b96a-18b25cd92e10 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Hey @neilsonnn — a new skill that pairs with the existing
image-blast-3d/image-blast-world/ etc.What it does
Takes a text prompt or a T-pose reference photo, returns a rigged + animated humanoid GLB. Wraps the
meshy-3d.mjsscript that's already in the repo (as a--provider meshyoption toimage-blast-3d) into a dedicated skill so character workflows have first-class instructions.Why a separate skill, not a flag on
image-blast-3dwalking.glb+running.glb+rigged_character.glbseparately. The skill documents which file to use for which engine state.image-blast-3dstatic + note user should rig manually.Tested
Same prompt scaffold, two completely different characters (zombie + skeleton warrior), both auto-rigged successfully, ~4 min, ~$1 each. Screenshots in downstream demo: https://github.com/aignoblin/image-blaster-unity
Diff
One file:
.claude/skills/image-blast-character/SKILL.md, 124 lines, same frontmatter convention as existing skills. No new deps. Purely additive.Thanks for
image-blaster🙏