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Add image-blast-character skill: auto-rigged humanoid characters from one image#4

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Add image-blast-character skill: auto-rigged humanoid characters from one image#4
gnoblin wants to merge 1 commit into
neilsonnn:mainfrom
gnoblin:add-image-blast-character

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@gnoblin gnoblin commented May 18, 2026

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.mjs script that's already in the repo (as a --provider meshy option to image-blast-3d) into a dedicated skill so character workflows have first-class instructions.

/image-blast-character winter-cabin --from-text "zombie in ragged clothes"
  → worlds/winter-cabin/source/zombie-tpose.png    (flux-schnell, ~$0.003, ~5s)
  → worlds/winter-cabin/output/zombie/walking.glb  (Meshy v6 rigged + walking)
  → worlds/winter-cabin/output/zombie/running.glb
  → worlds/winter-cabin/output/zombie/rigged_character.glb

Why a separate skill, not a flag on image-blast-3d

  • Pose requirements are non-obvious. Meshy auto-rig only works on humanoids in T-pose / A-pose, front view, clean background. The skill scaffolds a flux-schnell prompt that produces that shape, so users don't have to discover the constraints by trial and error.
  • Multi-clip output. Meshy ships walking.glb + running.glb + rigged_character.glb separately. The skill documents which file to use for which engine state.
  • Fallback is explicit, not silent. Non-humanoid (animal, quadruped, monster) → fall back to image-blast-3d static + 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 🙏

…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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