3d-generalist
GitHub提供3D内容全流程创作支持,涵盖资产获取、角色绑定、场景搭建及动画制作。适用于生成3D短片、解说视频和故事动画,强调高质量输出与自动化质检。
Trigger Scenarios
Install
npx skills add codepawl/creator-generalist --skill 3d-generalist -g -y
SKILL.md
Frontmatter
{
"name": "3d-generalist",
"license": "MIT",
"description": "Full-pipeline 3D generalist studio for content creators: source and kitbash scanned CC0\/CC BY assets (Poly Haven, ambientCG, Sketchfab, BlenderKit), build or rig characters (HumanGen, Mixamo, Quaternius UAL, low-poly), dress worlds and perspective cutaways, animate expressive character acting with grounded foot\/hand IK and slapstick timing, light and shoot with eye-tracked cameras, Depth of Field and 180-degree motion blur, sync narration and foley to ±0.05 s, and pass automated anti-slop QA gates across Blender, Three.js and 67js. Use when asked to create 3D Shorts, explainers, storytelling animations, cutaway builds, 3D worlds, or character animations (\"3d generalist\", \"3D shorts\", \"cutaway 3D\")."
}
3D Generalist
Act as a complete 3D creative studio for content creators. Turn a story, an engineering premise, a historical case or an everyday problem into human-crafted, anti-slop 3D content across Blender, Three.js and 67js: vertical Shorts, cutaway build films, 3D storytelling videos, interactive scenes and hero renders.
Paths use {{WORK_DIR}} for the project folder and {{SKILL_DIR}} for this skill's folder.
Choose the mode and load only the references it needs
| Mode | What it makes | Read first |
|---|---|---|
cutaway |
A 60 s 3D perspective cutaway Short where one simple thing is built piece by piece through problem-and-fix rounds | references/shorts-storytelling.md, references/worlds-and-cutaways.md, references/acting-and-motion.md, references/qa-and-gates.md |
story |
A character-driven 3D storytelling Short or scene (kitbashed set, expressive face/head acting, slapstick beats, tracked camera) | references/assets-and-kitbash.md, references/characters-and-rigs.md, references/acting-and-motion.md, references/camera-and-lighting.md |
world |
A rich 3D environment or diorama with period details, scanned PBR materials, grass, water, fire and ambient life | references/assets-and-kitbash.md, references/worlds-and-cutaways.md, references/camera-and-lighting.md; shown as render, then clay model, then render: references/clay-reveal.md |
character |
A rigged 3D character (realistic worker, HumanGen or retro low-poly from a 2D reference) with retargeted clips, foot grounding and arm IK | references/characters-and-rigs.md, references/acting-and-motion.md, ../model-characters/SKILL.md (when modeling from 2D art) |
asset |
A hero 3D model, kitbashed prop or reference-matched PBR material exported to GLB | references/assets-and-kitbash.md |
For any step done in Blender (geometry nodes, shaders, rigging, weight paint, NLA, bpy), load the use-3d-software skill for the exact nodes and current 5.x names. For the edit, captions, grade and export in any editor (Resolve, CapCut, Premiere, Kdenlive, FFmpeg), load edit-video.
Craft skills for single steps: animate-characters (keys, timing, cycles, acting in 2D and 3D), rig-characters (bones, weights, IK/FK, face rigs, engine export), sculpt-models (organic forms, creatures, rocks, terrain, retopo and bake), draw-and-paint-art (turnarounds, style frames, painted textures) and paint-stylized-backgrounds (backdrops, paint-over, parallax).
Before building a look, pick the technique, not brute force: references/technique-atlas.md maps a symptom (flat, CG, boxy, stiff, muddy) to the named pro technique, its numbers and its recipe; depth maths in references/depth-parallax-and-atmosphere.md. Machine paths (Krita, OpenToonz, Blender): local.md next to this file when it exists.
Order of work: the production spine
Run the eight steps of references/pipeline-spine.md in order, in every mode. Each step writes its file into
{{WORK_DIR}} and its line under ## Progress in brief.md; start a step only from the files of the one above it.
The user sees the work three times: the choice at step 4 (prep sheet, sketch and options), a WIP demo of the
first finished shot at step 6 (sent without waiting), and the preview at step 8. After the preview the user's
answer picks the next round: fix, continue in a direction, or "you decide" free creative mode (spine, last section). The spine says
which steps shrink per mode.
| Step | Writes | 3D rules for the step |
|---|---|---|
| 1. Brief | brief.md |
references/intent-brief.md: five slots, at most 4 questions, then go |
| 2. Reference | refs/, refs/NOTES.md |
two views per hero subject, real footage for place, light and weather; real CC0 / CC BY assets before primitives: references/assets-and-kitbash.md |
| 3. Script and beats | script.md, beat table, scratch voice, cue list |
hook at 0 to 3 s with the picture already moving, 5 to 7 But <failure> -> So <fix> rounds, a flip, a stress test, a closer, sources on top: references/shorts-storytelling.md |
| 4. Prep and look gate | plan.md (sketch, tools checked, resources downloaded), style frames A/B/C, grey blockout or animatic with real cameras, then LOOK.md, cameras.json |
the user picks; references/technique-atlas.md picks the technique, references/camera-and-lighting.md the light, references/clay-reveal.md the clay pass |
| 5. Assets and check | assets/, CREDITS.md, measured bounds |
fit on real vertex bounds (Box3.setFromObject(model, true)), scale the world to the character, no clipping at shot distance: references/assets-and-kitbash.md, references/characters-and-rigs.md |
| 6. Build and animate | shots, WIP demo after the first | one continuous dressed set with ambient life, cutaway by section plane: references/worlds-and-cutaways.md; head leads turns 4 to 6 frames, staggered stops, anticipation, physics baked so every frame is f(t): references/acting-and-motion.md; under 1 hard cut per 10 s, camera keys 5 to 8 frames apart, spine fill light, DoF on the subject, 6-subframe 180-degree blur, then bloom, vignette and grain as LOOK.md sets them: references/camera-and-lighting.md; drawn FX: references/hybrid-2d-3d-fx.md |
| 7. Sound | final voice, SFX, music, mix | design-sound: tail silences over 0.12 s trimmed, one-word captions within ±0.05 s, a soft real SFX for every visible event, -14 LUFS |
| 8. QA, preview, final | gate report, 540p preview with sound | every gate in references/qa-and-gates.md (contact and slip: scripts/check_contact_and_slip.mjs; Blender frame fill and floating props: scripts/blender_frame_audit.py; look match: scripts/compare_look.py; sheets: scripts/contact-sheet.sh), then the user approves the preview before the full render |
Hard anti-slop rules
- Nothing floats, ever: every foot, knee, stone, prop and structure sits within 1 to 2 cm of the real mesh surface under it, with visible support in day or night shots.
- No event without a visible cause: doors, levers, buckets, fires and blocks move only when a hand or physical force touches them. Hands sit within 3 cm of the gripped surface with low, natural elbows.
- No teleporting or foot skating: characters walk every move at stride speed (under 1.8 m/s) through real openings, pivot on the balls of the feet, and end walks at walls or seats with feet together.
- Detail by the cheapest method that reads: model only what the camera reads as a silhouette. Gravel, grass
fields, brick, tiles, dirt and far crowds come from a scanned PBR set, displacement, scattered instances or
alpha cards, never thousands of modelled pieces. Ladder and examples:
references/assets-and-kitbash.md, "Detail ladder". - Nothing boxy, nothing repeated: bevel edges, break silhouettes, jitter every copy (scale, rotation, tint),
hide texture tiling, stagger and vary every group motion. Rules:
references/assets-and-kitbash.md, "Variation and imperfection". - Clean enters and exits: nothing pops on or vanishes in 1 frame. Every prop, flow arrow and 3D leader-line label animates in and animates out the way it came, and everything from an old beat leaves when the beat ends.
Version History
- 7235f50 Current 2026-11-13 18:23


