Generate low-poly characters (300-700 tris) for ZX games using the extrude+scale paradigm. **Triggers:** "character mesh", "humanoid mesh", "quadruped mesh", "low-poly character" **Before generating:** Check `.studio/visual-style.md` for project style. **Load references when:** - **COORDINATE SYSTEM** → `references/canonical-coordinates.md` (CRITICAL for bulge/scale/tilt) - Python bpy code → `references/bpy-implementation.md` - Skeleton hierarchies → `references/skeleton-presets.md` - Body part patterns → `references/body-part-patterns.md` - Style presets → `references/style-presets.md` - Triangle budgets → `references/triangle-budget-guide.md` - Example specs → `examples/knight.spec.py`, `examples/spider.spec.py` **Related skills:** - NORMAL MAPS: `procedural-normal-maps` - TEXTURING: `mesh-texturing-workflows` - ANIMATIONS: `procedural-animations`
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-procgen@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/body-part-patterns.mdreferences/bpy-implementation.mdreferences/canonical-coordinates.mdreferences/character-specs/dragon.spec.pyreferences/character-specs/knight.spec.pyreferences/character-specs/spider.spec.pyreferences/skeleton-presets.mdreferences/style-presets.mdreferences/triangle-budget-guide.mdGenerate low-poly characters (PS1/PS2 era, 300-700 tris) using Python specs and Blender bpy.
Characters are defined as .spec.py files with:
SPEC = {
"character": {
"name": "knight_enemy",
"tri_budget": 400,
"skeleton": [
{"bone": "pelvis", "parent": None, "head": [0, 0, 0.9], "tail": [0, 0, 1.0]},
{"bone": "spine", "parent": "pelvis", "head": [0, 0, 1.0], "tail": [0, 0, 1.3]},
{"bone": "arm_upper_R", "mirror": "arm_upper_L"},
],
"parts": {
"torso": {
"bone": "spine",
"base": "hexagon(6)",
"base_radius": 0.12,
"steps": [
{"extrude": 0.05, "scale": 1.15},
{"extrude": 0.15, "scale": 1.0},
],
"cap_start": True, "cap_end": False
},
"arm_upper_R": {"mirror": "arm_upper_L"}
}
}
}
CRITICAL: Always follow references/canonical-coordinates.md (it is the authoritative, code-accurate mapping used by get_bone_transform(), including edge-case fallback behavior).
| Param | Effect |
|---|---|
extrude | Distance along bone (+Z) |
scale | Uniform or [width, depth] asymmetric |
bulge | Forward/back push (+/- = forward/back) |
tilt | Rotation in degrees [sideways, forward] |
| Shape | Vertices | Tris/Step | Best For |
|---|---|---|---|
triangle(3) | 3 | 6 | Hair spikes |
square(4) | 4 | 8 | Mecha, low budget |
hexagon(6) | 6 | 12 | Standard |
octagon(8) | 8 | 16 | Smooth organic |
| Budget | Bases | Hands |
|---|---|---|
| 300 | square(4) | stub |
| 400 | square/hex | mitten |
| 500 | hexagon(6) | mitten+thumb |
| 700 | hex/oct | 3-finger |
Connected parts MUST share same base vertex count:
# CORRECT
"torso": {"base": "hexagon(6)", "cap_end": False},
"head": {"base": "hexagon(6)", "cap_start": False} # matches
# INCORRECT - won't weld
"torso": {"base": "octagon(8)"},
"head": {"base": "hexagon(6)"}
1. Design Phase (character-designer agent)
.spec.py to .studio/specs/characters/2. Generation Phase (character_parser.py)
blender --background --python character_parser.py -- \
.studio/specs/characters/knight.spec.py \
assets/characters/knight.glb
| Creature | Key Difference |
|---|---|
| Quadruped | Horizontal spine, 4 legs, tail |
| Serpent | Chain of segments |
| Spider | 2 body segments, 8 legs |
See references/skeleton-presets.md for hierarchies.
| Constraint | Limit |
|---|---|
| Max bones per game | 256 |
| Bones per vertex | 4 |
| Texture resolution | 512x512 max |
| Typical character tris | 300-500 |
Add to spec for tangent export:
"use_normal_maps": True
See procedural-normal-maps skill for texture generation.
See CHARACTER_MODELING_VALIDATION_PLAN.md for the code-accurate, end-to-end validation strategy (conventions, strict mode, probe specs, and mesh-based checks).
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