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Generates a rigged humanoid character from a T-pose reference image using the Meshy auto-rig pipeline, ready for animation in Godot (CharacterBody3D/Node3D).
npx claudepluginhub summerengine/summer-engine-agent --plugin summerHow this skill is triggered — by the user, by Claude, or both
Slash command
/summer:character-modelassets/characters/**assets/models/****/*.tscn**/*.gdThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
This is the **canonical Meshy auto-rig pipeline**. It produces a humanoid `.glb` with a Meshy-compatible skeleton that `summer:animation/generate-motion` can drive directly. The work is split into two paid passes with a **mandatory user-review gate between them** — the rig pass is more expensive and locks the topology, so the user must see the un-rigged preview and approve before you spend on t...
Generates animation clips (idle, walk, run, attack) from curated mocap library for Meshy-rigged humanoid characters. Wires clips to AnimationPlayer in Godot.
Generates custom 3D models from text or images using Meshy AI, auto-rigs and animates them for Three.js games. Use when needing custom GLB assets beyond free libraries.
Guides technical evaluation of code review feedback: read fully, restate for understanding, verify against codebase, respond with reasoning or pushback before implementing.
Share bugs, ideas, or general feedback.
This is the canonical Meshy auto-rig pipeline. It produces a humanoid .glb with a Meshy-compatible skeleton that summer:animation/generate-motion can drive directly. The work is split into two paid passes with a mandatory user-review gate between them — the rig pass is more expensive and locks the topology, so the user must see the un-rigged preview and approve before you spend on the rig.
The whole flow:
1. T-pose reference image → summer_generate_image (~$0.05, ~10s)
2. Un-rigged 3D mesh → summer_generate_3d(image-to-3d) (~$0.50, ~60s)
3. ── USER REVIEW GATE ──
4. Rigged .glb → summer_generate_3d(image-to-3d, rig: true) (~$1.00, ~90s)
5. Import → editor RESTART → wire as CharacterBody3D / Node3D
6. Hand off to summer:animation/generate-motion for clips
The animation skill (summer:animation/generate-motion) requires a rigged humanoid; a static .glb won't drive motion.
When this skill is running inside the PublicSummerEngine chat orchestrator, use the chat-native tools directly instead of sending the user to Studio:
generateImage -> createCharacter -> checkGenerationStatus/meshyJobStatus -> listUserAssets readiness -> rigModel if needed -> generateAnimation -> meshyJobStatus -> importAssets -> import-character
Use Studio only when the user explicitly asks for visual/manual picking or when chat-side generation fails. The recovered working flow used createCharacter, confirmed the rig had hasMeshyRigTask or animationsReady:true, then generated idle, walk, run, jump, and attack, imported the rig plus child animation GLBs into res://characters/<slug>/, then wired playback from the imported GLB AnimationPlayers/libraries. If generateAnimation returns animations_preparing, wait, poll/list the rig asset again, and retry instead of routing to Studio. Keep this path repeatable for "animated character", "3D character with animations", "walking enemy", and similar prompts.
summer:3d-assets/prop-model.summer:3d-assets/vehicle-model.summer:animation/facial-and-lipsync.| Role | Tris | Pass via |
|---|---|---|
| Hero character (player, close camera) | 8k–15k | target_polycount: 12000 |
| Grunt enemy (mid-range, multiple onscreen) | 3k–6k | target_polycount: 5000 |
| Crowd / background NPC (LOD-able) | 1k–2k | target_polycount: 1500 |
| Mobile-game character | 1k–3k | target_polycount: 2000 |
| Cinematic hero (no realtime constraint) | 20k–40k | target_polycount: 30000 |
Pass at the mesh-generation step (step 2). The rig pass preserves the topology; you can't reduce polycount after rigging without breaking weights.
The rig pass requires a front-facing T-pose with arms out and legs slightly apart. If the reference is in an action pose, the rig will bend wrong and locomotion clips will look broken (knees inverted, elbows snapped — common Meshy failure mode).
summer_generate_image(
prompt="A fantasy knight in full plate armor, red cape, T-pose, arms straight out horizontal, legs slightly apart, front-facing, neutral expression. Game character asset, stylized, clean white background, soft studio lighting, full body in frame, ready for 3D mesh generation.",
model="nano-banana-2"
)
The phrase T-pose, arms straight out horizontal, legs slightly apart, front-facing is load-bearing — drop any of those and the model will drift toward A-pose or a hero stance.
If the user already has a concept image in an action pose, re-pose it to T-pose via img2img without re-rolling the design:
summer_generate_image({
referenceImageUrl: "<existing concept image>",
prompt: "<character> in T-pose, arms extended horizontally, neutral facing camera, white background, clean lighting"
})
Show the image to the user:
Generated the T-pose reference. [link]. Approve to proceed to mesh generation, or regenerate?
summer_generate_3d(
kind="image-to-3d",
imageUrl="<image url from step 1>",
model="hunyuan",
options={ target_polycount: 12000 },
wait=true
)
Returns a job result with assetId and fileUrl — an un-rigged static .glb.
Use the asset ID as the stable handle. Import it for preview only:
summer_get_asset(assetId="<assetId>")
summer_import_asset_by_id(
assetId="<assetId>",
path="res://assets/characters/knight_unrigged.glb"
)
Before paying for the rig pass, surface the un-rigged mesh:
Un-rigged knight mesh ready:
res://assets/characters/knight_unrigged.glb(~12k tris, [preview link]).Next step is the rig pass (~$1.00, ~90s, Meshy auto-rig). It locks the topology and adds a skeleton compatible with
summer:animation/generate-motion. Once you approve I'll run it.Approve the mesh and proceed to rig? Or regenerate the mesh first (different prompt, different polycount, different model)?
If the user wants changes, loop back to step 1 or 2. Do NOT silently run the rig pass — it doubles the cost and locks the design.
summer_generate_3d({
kind: "image-to-3d",
imageUrl: "<image url from step 1>",
options: { rig: true, polyTarget: 12000 } // polyTarget is best-effort; backend may use options.target_polycount
})
Returns a job whose result includes assetId, fileUrl, and rigAssetId.
If you ran with wait: false, poll via summer_check_job(jobId). The
rigAssetId is the handle summer:animation/generate-motion needs — store it.
Resolve it before import so the agent has the viewer/download metadata:
Import the rigged version, replacing the un-rigged file:
summer_get_asset(assetId="<rigAssetId>")
summer_import_asset_by_id(
assetId="<rigAssetId>",
path="res://assets/characters/knight.glb"
)
Known Godot 4.5 gotcha: after importing a rigged .glb, the Skeleton3D node appears stale in the scene dock — bones are missing, skeleton.get_bone_count() returns 0, and AnimationPlayer libraries fail to bind. The fix:
The rigged mesh is imported. Please restart the Summer Engine editor (close and reopen) so the Skeleton3D rebuilds correctly. Without the restart, animations will fail to bind.
There is no programmatic workaround as of Godot 4.5.x. Tell the user, wait, then continue.
| Use case | Parent type | Why |
|---|---|---|
| Player or enemy that moves with code, collides with walls, jumps | CharacterBody3D | move_and_slide() API, kinematic physics, slope handling |
| Cinematic NPC (talks, idles, never moves under physics) | Node3D | No physics overhead; cheaper for crowds |
| Pure-visual character (background extra, dialogue head) | Node3D | Same as above |
| Ragdoll-on-death enemy | CharacterBody3D while alive, swap to RigidBody3D skeleton on death | Two-mode rig; see summer:animation/procedural-animation |
CharacterBody3D wiring (player / enemy):
summer_add_node(parent="./World", type="CharacterBody3D", name="Knight")
summer_set_prop(path="./World/Knight", property="position", value="Vector3(0, 0, 0)")
summer_add_node(parent="./World/Knight", type="Node3D", name="Mesh")
# Instantiate the imported scene as a child of the Mesh node
summer_set_prop(path="./World/Knight/Mesh", property="scene", value="res://assets/characters/knight.glb")
summer_add_node(parent="./World/Knight", type="CollisionShape3D", name="Collider")
# Add a CapsuleShape3D resource (height ~1.7m, radius ~0.4m) to the collider
summer_save_scene
Node3D wiring (cinematic NPC):
summer_add_node(parent="./World/Tavern", type="Node3D", name="OldWizard")
summer_set_prop(path="./World/Tavern/OldWizard", property="scene", value="res://assets/characters/wizard.glb")
summer_save_scene
The imported .glb includes its own Skeleton3D and AnimationPlayer (empty library). The animation skill writes into that AnimationPlayer.
Knight is wired at
./World/Knightwith a Meshy-rigged skeleton.rigAssetIdsaved.Next:
summer:animation/generate-motionto add idle / walk / run / attack clips. Example call:summer_generate_motion(rigAssetId: "<saved id>", backend: "meshy-library", motionName: "walk"). The animation skill uses Meshy's curated mocap library (~70 standard motions). Custom prompt-driven motion is on the roadmap; for one-off signature moves not on the curated list, fall back to hand-authoring in the Godot editor or importing from Mixamo.
move_and_slide(), no collision — the player walks through walls.meshy model for the mesh step. Legacy. hunyuan is the default and produces cleaner topology that Meshy's auto-rig handles better.summer:3d-assets/character-model retexture flow (TBD) — for now, route to summer:asset-pipeline/asset-strategy.summer:animation/generate-motion will retarget but stride length needs playback_speed tuning on the AnimationPlayer.summer:character-controllers/fps-controller for first-person wiring..glb.res://assets/characters/ — Godot's import dock picks it up.The output is identical to the MCP path — same Meshy skeleton, same compatibility with summer:animation/generate-motion (which has its own dashboard fallback).
After the rigged character is wired:
Knightis at./World/Knightwith a Meshy-rigged skeleton. Next:
- Animations:
summer:animation/generate-motionfor idle / walk / run / attack. Pass therigAssetIdreturned in step 4.- State machine: after a few clips exist,
summer:animation/animation-treefor idle → walk → run blends.- Player input: if this is the player, wire WASD + mouse via
summer:character-controllers/fps-controlleror a third-person controller skill.- NPC behavior: if it's an NPC,
summer:ai-and-npcs/design-npcfor behavior trees and dialogue hooks.- Re-skin variants (palette swap, armor swap): retexture pass — generate new albedo, assign via material override. Avoid re-rigging.
summer:animation/generate-motion — the next-step animation skill that consumes the rigAssetId produced here.summer:asset-pipeline/asset-strategy — meta-router; this skill is the canonical drill-down of its "Image-to-3D for characters" path.summer:3d-assets/prop-model — for non-character props.summer:scene-composition — for the CharacterBody3D + Mesh + Collider parent pattern.references/mcp-tools-reference.md — full parameter schemas for summer_generate_3d, summer_generate_image, and summer_generate_motion.