@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,27 @@
1
+ ---
2
+ name: fp-smoke-build
3
+ description: Use when the person types /fp-smoke-build. The 10-minute smoke build before any full build — one locked-art picture and one generated 3D model in a bare scene, captured and judged.
4
+ ---
5
+
6
+ Before a full build, prove the kit end to end on this machine and account. In a new, empty folder next to
7
+ the plan (never the game itself), run:
8
+
9
+ `npx @funpixel/tools smoke-build ../smoke --plan <the folder holding design/plan.md and design/first-look/ref-*.png>`
10
+
11
+ It runs the shortest path a real build takes: `init --bare`, the plan's locked sheets imported and
12
+ pinned on the game's lock, one world picture and one 3D model through the hosted tools, both placed in
13
+ the scene, then capture, `check --world`, `score --target` against the plan's target frame, and one
14
+ progress card. It costs one picture and one model.
15
+
16
+ Read the four verdicts (exit 0 pass, 1 fail, 3 error; the record is `.funtools/smoke-build.json`):
17
+
18
+ 1. **a generated 3D model in the world** — a failed model is retried, switched (provider, tier), or put
19
+ to the person (`progress ask … --kind scope`); it is never drawn in code;
20
+ 2. **the locked look** — the picture came back drawn to a locked sheet, and the target score is at the bar;
21
+ 3. **no primitives** — the world read holds by name (no boxes, box figures, gliding cut-outs);
22
+ 4. **a real card** — the card carries a frame of the build.
23
+
24
+ Any FAIL means the full build would hand back what the last ones did. Fix the kit or the provider,
25
+ run the smoke again, and only then start the game. Report the four verdicts as they stand.
26
+
27
+ The person's words with this command: $ARGUMENTS
@@ -0,0 +1,48 @@
1
+ ---
2
+ name: fp-studio
3
+ description: Use when building or reviewing a Funpixel game in Kiro and coordinating its specialist roles, blind player or critic panel.
4
+ ---
5
+
6
+ # Funpixel in Kiro
7
+
8
+ Use the shared Funpixel skills and tools. `/fp-new`, `/fp-verify`, `/fp-playtest`, `/fp-mobile-qa` and `/fp-publish` are the command
9
+ entry points. The seven specialist roles are skills here: `fp-art-director`, `fp-audio-director`,
10
+ `fp-level-designer`, `fp-qa-lead`, `fp-player`, `fp-critic` and `fp-mobile-qa-seat`. They carry the same role
11
+ instructions as the Claude Code and Codex packages. Pick the roles the task needs; the full
12
+ panel fits a requested complete-game review, not every asset or code edit.
13
+
14
+ ## How the hooks reach you here
15
+
16
+ Kiro shows an agent hook's output to the model only at the start of a turn. So:
17
+
18
+ - The brief and this project's state arrive with your first message in a game folder.
19
+ - Reminders the other hosts give mid-turn, and anything the Stop gate finds open when you finish,
20
+ arrive at the start of the person's NEXT message, under "Funpixel: the last turn ended with open
21
+ items". Treat them as the gate's verdict on your previous hand-back: act on them first, or say
22
+ plainly which you are leaving open and why.
23
+ - Kiro's stop hook cannot hold a turn open. The person sees the open items as a warning when you
24
+ stop, so an ending that claims "done" over an open item is visible to them. Check before you stop:
25
+ `npx @funpixel/tools check` (or `npm run build`, then `verify`).
26
+
27
+ ## Blind player and critics
28
+
29
+ Delegate each seat to a separate subagent with fresh context: one `subagent` call per seat, a single
30
+ stage whose `name` includes the role (`critic-veteran`, `critic-ux`, `critic-mobile`,
31
+ `critic-skeptic`, `player`). Paste the role skill's instructions and only the evidence that role
32
+ permits into `prompt_template`. The player reads the running game through funtools play, not its
33
+ source. Critics see captures, the permitted description, AD rules, screen measurements and their
34
+ own previous verdict; another seat's scores or the builder's code pull a seat toward them. The
35
+ postToolUse hook reads a critic stage's reply for its surface verdicts (the critic rubric's JSON),
36
+ so a reply without them records nothing. One seat per call, or four verdicts land in one reply and
37
+ the seats cannot be told apart.
38
+
39
+ If isolated subagents are unavailable, report that acceptance step as unverified. The gate cannot
40
+ tell a verdict you wrote from a seat's, so the verdicts are the seats' alone.
41
+
42
+ ## Host setup
43
+
44
+ `node install.mjs` in this package writes the `funpixel` agent to `~/.kiro/agents/funpixel.json`
45
+ (or `--workspace` for `./.kiro/agents/`) with absolute paths to these hooks and skills; start it
46
+ with `kiro-cli chat --agent funpixel`. The Funpixel MCP reads `FUNPIXEL_API_KEY`; without a key the
47
+ installer leaves it disabled and the skills fall back to `npx @funpixel/tools`. Verify a real MCP
48
+ call before recording the hosted integration as tested.
@@ -0,0 +1,22 @@
1
+ ---
2
+ name: fp-verify
3
+ description: Use when the person types /fp-verify. Build and verify the Funpixel game in this folder, fix what fails, and stop when it passes.
4
+ ---
5
+
6
+ Run `npm run build`, then `npx @funpixel/tools verify` (or `npx @funpixel/tools check`: both and
7
+ the rules suite in one call) in the game folder now (the one with `funpixel.json`). If the Funpixel MCP is connected and the local build cannot run, use `build` then
8
+ `probe` instead.
9
+
10
+ Then, following the `funpixel-verify` skill:
11
+
12
+ 1. Read the exit code: 0 pass, 1 fail, 2 nothing measured (not a pass), 3 a tool error.
13
+ 2. For every FAIL line, fix the cause in the game, rebuild, verify again. A check weakened, or a
14
+ state field negated to pass it, makes verify report a game that does not exist (the harness
15
+ learned this on control checks passed by flipping a sign instead of fixing the camera).
16
+ 3. Exit 2: declare the missing `__FPX_*` hooks, then verify again.
17
+ 4. On exit 0, press the real start control once (the front door) and confirm the play screen:
18
+ verify enters play through its hooks and skips the title, so a dead Play button still passes it.
19
+ 5. Green is where this command ends. Report the verdict, what you fixed, and anything you could
20
+ not verify.
21
+
22
+ The person's words with this command: $ARGUMENTS
@@ -0,0 +1,89 @@
1
+ ---
2
+ name: funpixel-3d
3
+ description: Use when a 3D game needs a model or a place, or one is wrong (a character, creature, vehicle or prop; a GLB that draws black, will not animate, slides its feet or is too heavy for a phone; grey or plastic skin across a cast; a 3D level, an interior or a set, or a scene that must match a painted target). In Unity, follow references/unity.md.
4
+ ---
5
+
6
+ # 3D models and places
7
+
8
+ A generated GLB is paid, slow and can load without an error while it renders flat grey, stands
9
+ frozen, skates, sinks into the floor or carries 100K triangles where a phone draws 6K. None of these
10
+ throws, and an idle-pose screenshot hides most of them. This skill picks the lane per object, checks
11
+ every model on the bench before code depends on it, gives a cast one skin, and builds levels from a
12
+ spec. The person's locked choices override every default here.
13
+
14
+ ## Route by the job
15
+
16
+ | The job | Read |
17
+ |---|---|
18
+ | A new character, creature, vehicle or prop: lane, concept image, price, clips, loading | [models](references/models.md), [hero-route](references/hero-route.md), [concept-image](references/concept-image.md), [three-loading](references/three-loading.md) |
19
+ | A model that is wrong or heavy: inspect, rig, clips, optimize, finalize, proof | [bench](references/bench.md), [reading](references/reading.md), [budgets](references/budgets.md) |
20
+ | Skin across a cast, a variant on the same mesh | [skin](references/skin.md) |
21
+ | A level from a spec: blockout, colliders, markers, dressing | [level-spec](references/level-spec.md), [light-and-places](references/light-and-places.md) |
22
+ | A scene that must match a painted target; skies | [painted-target](references/painted-target.md), [skyboxes](references/skyboxes.md) |
23
+ | A Unity project | [unity](references/unity.md), [engine-targets](references/engine-targets.md) |
24
+
25
+ ## Tools
26
+
27
+ - `generate_3d_model`: a prompt or image URL to a GLB; `style` `standard` (~160 credits), `hero` or
28
+ `lowpoly` (~45); `animations` rigs a humanoid biped. Long runs return a job id for `get_job`: a
29
+ timed-out job still runs, paid for, so collect it and never resubmit.
30
+ - `generate_image` makes the concept image; `list_characters`, `get_character` (free) and
31
+ `restyle_character` give rigged characters that already move; `get_material` after
32
+ `find_material` for free CC0 HDRIs and PBR sets; `generate_skybox` for a sky.
33
+ - The bench, about 1 credit a step: `inspect_model` (free), `rig_model`, `audit_clips` (free),
34
+ `optimize_model`, `finalize_model`, `render_model`, `lod_model`, `texture_stats` (free),
35
+ `fracture_model`.
36
+ - `author_skin` (about 3 credits) and `retexture_model` for skin and variants.
37
+ - `build_level` turns `design/level.json` into `level.glb` with `plan.png`, `view.png`, the markers
38
+ and the collider audit.
39
+ - `inspect_scene`, `capture_view` and `screenshot` show it in the game at the camera you ship.
40
+ - Local: `npx @funpixel/tools model --local inspect|render|finalize|level <file>` on your own
41
+ Blender (free); `npx @funpixel/tools gen model3d` with a paid key; `fidelity` scores a model
42
+ against its views; `look --3d` says whether the heroes are code primitives or models; `reach`
43
+ names markers nothing reaches. With none of these, build from palette primitives and name the
44
+ stand-in.
45
+
46
+ ## The order that avoids rework
47
+
48
+ 1. **A lane per object,** written in the design note with its cost: a humanoid a library character
49
+ fits → `get_character`; a hero the camera frames close → `standard` from a concept image; a body
50
+ whose size is a stat → primitives in code; animal, blob or vehicle → a static mesh animated in
51
+ code; crates and walls → primitives; crowds → one model instanced, with a far LOD.
52
+ 2. **A concept image first:** one subject, whole, straight on, plain light background, flat light;
53
+ a rig needs an A-pose, empty hands and fitted clothing. Text-to-3D invents its own design.
54
+ 3. **Say the price, start early,** and pass `confirm_cost` only when the person allowed it. Retry a
55
+ failed humanoid alone: parallel resubmits have all failed where serial ones passed.
56
+ 4. **The bench before wiring:** `inspect_model` (act on findings before facts; `-1` means not
57
+ measured), a rig check before paying for motion, `audit_clips` with `expected` set to every clip
58
+ name the code plays, then the contact sheet. Rig before decimating; decimate before welding.
59
+ 5. **Optimize to the device,** `phone`, `desktop` and `high` cuts from the kept source; `finalize_model`
60
+ with `keep_clips`; the proof render, not the success message, is the fix.
61
+ 6. **One material direction** for generated and code-built objects; compare them under the game's
62
+ light at phone size.
63
+ 7. **Skin:** one tone per character in a cast table; `retexture_model` before `author_skin`, never
64
+ after; read `marks` and `proof.png`, then fix the scene light rather than the tone per shot.
65
+ 8. **Levels:** a table of areas, doors, routes and every named point before the spec; blockout with
66
+ no props; walk every route in the game (a hidden `colliders` node, a kill plane under the
67
+ floor); dress with the kit to zero audit findings; read markers by name and fail loudly.
68
+ 9. **Report what you could not fix:** a dragging limb, a clip replaced by code motion, a model
69
+ checked by eye only, a scene over budget, each by name.
70
+
71
+ ## Worked example
72
+
73
+ A runner's knight hero: lanes in the note (knight generated and rigged; coins, crates and track in
74
+ code). A concept image, front view, A-pose, hands empty. "About 248 credits, rigged with idle, run
75
+ and jump. Go ahead?" Yes. The call times out; `get_job` returns `knight.glb`, 98K triangles.
76
+ `audit_clips` finds all three clips; `optimize_model` cuts it to 6K for a phone; `finalize_model`
77
+ keeps the three clips and its contact sheet shows it lit from every side. Hand-back: "Knight rigged
78
+ with three clips; the rest is code, one material."
79
+
80
+ ## Common mistakes
81
+
82
+ - Text-to-3D for the hero: the model drifts from the 2D art.
83
+ - `animations` on a dog or a slime: the rig step is skipped and the money buys nothing.
84
+ - `root.clone()` for a second enemy: every copy shares one skeleton and stands frozen.
85
+ - A clip name typed from memory (`hurt` against `hit`): it loads and never plays.
86
+ - Running `author_skin` before `retexture_model`: the repaint paints over the skin.
87
+ - Colliding against the art mesh, or dressing before walking the blockout.
88
+
89
+ Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.
@@ -0,0 +1,48 @@
1
+ # The model bake-off: several candidates, one judged against the master
2
+
3
+ One game tried its hero three ways (three providers' takes of the same front picture) and picked
4
+ from turntable sheets; another made two to four models of each crew member before one held.
5
+ A model is the most expensive asset a game makes, and the first one is rarely the keeper. The
6
+ bake-off makes the choice cheap to see and puts it on record.
7
+
8
+ Adapted from scenario-labs/skills (MIT, © 2026 Scenario; the model-comparison skill); see
9
+ THIRD_PARTY_NOTICES.md. The words and the tools are ours.
10
+
11
+ ## The rules, set before the candidates exist
12
+
13
+ - **One input for all.** Every candidate is made from the same master picture (the cast member's
14
+ `design/cast/<id>/master.png`, or the item's `from` picture). Changing the input mid-way makes
15
+ the comparison about the input.
16
+ - **A budget first.** N candidates cost N models (105 credits each at `standard`): price the run
17
+ (`assets gen --dry-run`) and say it. Three is the hero's default; every other model makes one.
18
+ Three engines make three honest candidates from one picture: `engine: "meshy"` (~160),
19
+ `"hunyuan"` (~105) and `"rodin"` (~80, static only; `gen model3d --engine meshy|hunyuan|rodin`).
20
+ - **The same framing for every render.** Each candidate is rendered round by the Blender bench
21
+ (local and free with your own Blender 4.2+; the same verb the hosted bench runs) and scored on
22
+ its best view against the master: outline overlap 0.65, colour 0.35.
23
+ - **Measurements before taste.** The numbers remove the wrong design. They do not choose between
24
+ two good takes: when the top two are within 0.03 the run says it is a tie, and the identity seat
25
+ or the owner chooses.
26
+
27
+ ## In the manifest
28
+
29
+ ```json
30
+ { "name": "ren3d", "kind": "model3d", "cast": "ren", "draws": 3, "optimize": { "device": "phone" } },
31
+ { "name": "renrig", "kind": "rig", "from": "ren3d", "clips": ["idle", "walk"],
32
+ "retarget": { "character": "<a stocked 3D character>", "clips": ["run"] },
33
+ "optimize": { "device": "phone", "budget": "character" } }
34
+ ```
35
+
36
+ The kept candidate is the file; every candidate's score and best render are in the lock
37
+ (`bakeoff`), the draws under `.funtools/assets/draws/<name>/`. A mover then runs the rig chain as
38
+ one item: `rig_model`, then authored `motions` (`author_motion`), then clips carried from a stocked
39
+ character (`retarget_clips`), then the optimizer level for the platform. Decimate after rigging,
40
+ never before (step 5 of the skill).
41
+
42
+ ## What it showed on real files
43
+
44
+ On the first game's own models, rendered by the bench: each prop's model was ranked first against its own
45
+ reference picture, by 0.03 to 0.13 over the next (crate, door, lockers, canister, bell); the three
46
+ providers' takes of the hero scored within 0.03 of each other, and well above any prop. The team
47
+ kept the Rodin take for reasons a silhouette cannot see (triangle budget, separable limbs). That is
48
+ the job of the numbers: a short list of on-model candidates, never the final word on taste.
@@ -0,0 +1,103 @@
1
+ # The bench: from generated mesh to shipped model
2
+
3
+ A 3D model can import cleanly, pass the build and still ship broken: invisible, a flat
4
+ silhouette, frozen in bind pose, skating, or 100K triangles where a phone draws 6K. None of these
5
+ throws an error, and an idle-pose screenshot hides most of them. The checklist below is the order
6
+ that avoids rework, run before code depends on a model; take the steps the model needs. Each is
7
+ cheap next to a regeneration (a bench step costs about 1 credit; a rigged textured model 145 or more).
8
+
9
+ ## Tools
10
+
11
+ - `inspect_model` (free): findings first, then facts (meshes, vertices, bones, clips, megabytes,
12
+ longest axis, height over footprint).
13
+ - `rig_model`: keys idle, walk, attack and death onto a bare biped rig, or fits a donor biped's
14
+ rig and clips onto an unrigged mesh. Its free rig check refuses, uncharged and with the reason,
15
+ a model that is not a biped, already animates, or has nothing to borrow.
16
+ - `audit_clips` (free): plays every clip; length, root motion, a sliding planted foot, a clip
17
+ frozen in one pose, and your code's clip names matched against the file's.
18
+ - `optimize_model`: pivot at the base, +Y up, metres, decimated to a shape class's
19
+ triangle budget for a phone or a desktop, keeping UV seams and skin weights.
20
+ - `finalize_model`: repairs materials that draw nothing or black, drops clips not in
21
+ its keep list, and renders a front view and a contact sheet as the proof.
22
+ - `render_model`: views round any model, a front view and a contact sheet.
23
+ - `lod_model`: 1–4 levels of detail (`model.lod1.glb` onwards) for things drawn small and often.
24
+ - `texture_stats` (free): each texture's size and GPU memory against the device's limit.
25
+ - `inspect_scene` and `screenshot`: the model in the game, at the camera you ship.
26
+ - `fracture_model` pre-cuts a prop into capped pieces; `get_job` collects a paid job again.
27
+ - `build_level`: [level-spec](level-spec.md); `author_skin`, `retexture_model`:
28
+ [skin](skin.md).
29
+ - `generate_3d_model` when the mesh itself is wrong (wrong subject, fused limbs); a joint or a
30
+ material is a bench repair at a fraction of the price.
31
+ - Local: `npx @funpixel/tools gen inspect|rig|optimize-model|lod|render|finalize --asset <id>`,
32
+ `npx @funpixel/tools model --local inspect|render|finalize <file>` on your own Blender (free),
33
+ and `npx @funpixel/tools scene`. With none, check by eye in a glTF viewer and say so.
34
+
35
+ ## The checklist
36
+
37
+ 1. **Inspect.** `inspect_model` on each model before wiring it: a model that loads without an
38
+ error can still draw nothing. Act on findings
39
+ before facts; the answer to each finding is in [reading.md](reading.md).
40
+ `-1` means not measured: it is neither a zero nor a pass.
41
+
42
+ 2. **Rig check before you pay for motion.** A humanoid that must move needs bones and clips that
43
+ drive them; "rigged" on a download page means only that bones exist. No armature on a biped:
44
+ `rig_model` (with a donor if you have one). Not a biped (an animal, a slime, a car): animate
45
+ in code; the rig check refuses it for free, and that refusal is the answer about the model.
46
+
47
+ 3. **Audit the clips.** `audit_clips` with `expected` set to every clip name your code plays.
48
+ It passes when each expected name is found, nothing is frozen in one pose, and root motion is
49
+ known before the game moves the object itself. A sliding foot means the clip's speed and the move speed
50
+ disagree. Nearest-bone weights from `rig_model` are crude: watch it move.
51
+
52
+ 4. **Measure, then look.** Numbers cannot show a model upside down, inside out or facing
53
+ backwards; a picture cannot show unweighted vertices. Each covers the other's blind spot:
54
+ the findings, then `render_model`'s contact sheet.
55
+
56
+ 5. **Optimize to the device, after rigging.** `optimize_model` with the shape class and the ship
57
+ device. Rig first, then decimate (one pipeline that decimated first left the rigger 6% of the
58
+ vertices), and decimate before welding (welding first tears UV seams). Budgets, crowds and textures:
59
+ [budgets.md](budgets.md).
60
+
61
+ 6. **Finalize, and read the proof.** `finalize_model` with `keep_clips` naming exactly the clips
62
+ the code plays. Its front view and contact sheet show whether the model is visible from every
63
+ side, the right way up, in its colours. A success message is not a fix; the proof picture is.
64
+
65
+ 7. **LOD where it pays.** `lod_model` pays for anything many and small (crowds, debris, trees);
66
+ a hero the camera frames close rarely needs it.
67
+
68
+ 8. **Textures and the scene.** `texture_stats` with the ship device measures each model against
69
+ the phone's limits (2048 px a side; JPEG normal maps band; unused maps cost memory). Then, wired in, `inspect_scene` at the
70
+ busiest state for draw calls and texture memory, and a `screenshot` at the game's camera.
71
+
72
+ 9. **Repair beats regeneration** on price and on keeping what was approved. Regenerating pays
73
+ when the mesh is wrong, from a better concept image ([models](models.md)).
74
+
75
+ 10. **Report what you could not fix.** A limb that still drags, a clip replaced with code motion,
76
+ a model checked by eye only, a scene over budget: each goes in the hand-back by name.
77
+
78
+ ## Worked example
79
+
80
+ A generated `golem.glb` is the boss of a phone game:
81
+ 1. `inspect_model`: `golem.glb — 2 finding(s): material 'Stone' has alpha 0 …; mesh 'Body' has
82
+ 11% of its vertices unweighted.` Facts: 38,210 vertices, 24 bones, 3 clips, 2.10 MB.
83
+ 2. The 11% is the left arm, fused to the torso at generation; the concept had the arms against
84
+ the body. A new concept with the arms held away; the golem is regenerated (145 credits, said
85
+ and confirmed).
86
+ 3. `audit_clips` with `expected: ["idle","walk","slam"]`: `slam` missing, the file has `attack`.
87
+ The code plays `attack` now.
88
+ 4. `optimize_model` with `budget: "character"`, `device: "phone"`: 98K to 6K triangles.
89
+ 5. `finalize_model` with `keep_clips: ["idle","walk","attack"]`: the alpha finding repaired, 2 unused
90
+ clips dropped, 2.1 MB to 0.6 MB; the contact sheet shows it lit from every side.
91
+ 6. `texture_stats`: one 4096 px map, over the phone's 2048; resized. `inspect_scene` in the arena:
92
+ 41 draw calls.
93
+ 7. Hand-back: "The first golem had a fused arm and was regenerated once; its slam uses the file's
94
+ attack clip."
95
+
96
+ ## Common mistakes
97
+
98
+ - Trusting "rigged": bones can exist with no clip that moves them.
99
+ - Reading `-1` as zero: an unmeasured weight fraction looks like a perfectly bound mesh.
100
+ - Claiming a fix from a success message without the proof render.
101
+ - Wiring the model in before the bench: all rework when the model is wrong.
102
+ - A clip name typed from memory (`hurt` against `hit`): it loads and never plays.
103
+ - Judging a car as broken because it is wider than tall: facts are reported, not verdicts.
@@ -0,0 +1,48 @@
1
+ # Device budgets
2
+
3
+ Detail for steps 5 to 8 of [bench](bench.md). Phone numbers are what our 3D games drew on an
4
+ iPhone 11 class phone; desktop is four times that, an estimate nobody has profiled yet.
5
+
6
+ ## Triangles per model
7
+
8
+ `optimize_model` decimates to these by the class you name (`budget`) and the `device`.
9
+
10
+ | Class (`budget`) | What | Shipped on phones | Phone | Desktop |
11
+ |---|---|---|---|---|
12
+ | `food` | pickups, food, small loot | 800–1,500 | 1,500 | 6,000 |
13
+ | `prop` | crates, barrels, small furniture | 1,500–2,500; small textures shattered below | 2,500 | 10,000 |
14
+ | `thin_walled` | cups, bowls, rims, frames | 4,000–7,000; tore at 1,500–2,500 | 7,000 | 28,000 |
15
+ | `set_piece` | stalls, buildings, backdrops | 6,000–9,000 | 9,000 | 36,000 |
16
+ | `character` | anything rigged | 4,500–6,000 | 6,000 | 24,000 |
17
+
18
+ A whole phone scene shipped at about 255K triangles; generation returns about 100K per model.
19
+
20
+ The same table drives quality levels: `npx @funpixel/tools optimize optimize-mesh <glb> --levels
21
+ phone,desktop,high --class <class>` (or `optimize_asset` with `levels` in the Studio) cuts all
22
+ three from one source at ×1, ×4 and ×16 these phone numbers, so a desktop is not handed the phone
23
+ cut. Detail and measured results: the [models](models.md) skill, its `references/levels.md`.
24
+
25
+ ## Crowds and distance
26
+
27
+ - Many copies of one model: one instanced mesh per kind, one draw call. A skinned mesh cannot be
28
+ instanced in three.js; a crowd of rigged units either bakes its clips to a vertex-animation
29
+ texture or keeps a handful of animated leaders.
30
+ - `lod_model` for anything drawn small and often. One of our crowd games drew its fodder as a
31
+ vertex-coloured level of about 400 triangles once a unit was under about 36 px on screen, which
32
+ cut its peak from 3.48M to 2.45M triangles a frame. Under about 30 px a clip cannot be seen, so
33
+ the far level can stay static.
34
+ - Switch levels by on-screen size, not distance: one distance is 20 px on a phone, 60 on a desktop.
35
+
36
+ ## Textures
37
+
38
+ - `texture_stats` with the ship device: phone at most 2048 px a side, desktop 4096; power of two;
39
+ no JPEG normal maps; nothing unused.
40
+ - Size a texture to the pixels the model covers. Our football game's generated heads came back
41
+ at 4096 px and shipped at 512 px WebP, 71–260 KB each, twelve heads in 1.35 MB.
42
+
43
+ ## The scene
44
+
45
+ `inspect_scene` (or `npx @funpixel/tools scene`) at the busiest named state. Draw calls should
46
+ grow with the kinds of thing on screen, not the count of them; a count that grows with the crowd
47
+ means a material or a mesh per copy (share them, or instance). Over budget: report it with the fix; cutting the look is the person's call, since pooling,
48
+ instancing and atlases usually buy the frames back first.
@@ -0,0 +1,67 @@
1
+ # The character library (3D)
2
+
3
+ Rigged characters that already move, on one humanoid rig with one set of clip names. When one
4
+ fits, it replaces a paid, slow generation and a rig run; when none does, generate your own (the
5
+ steps in SKILL.md) — the library is an option on the shelf, not a rule.
6
+
7
+ ## What is on the shelf
8
+
9
+ `list_characters` with `medium: "3d"` (free): `adventurer-3d`, `robot-3d`, `goblin-3d`, each a
10
+ biped with these clips, measured on the bench when it was made:
11
+
12
+ - from the rig run: `idle`, `walk`, `run`, `jump`, `attack`, `hit`, `death`, `wave`
13
+ - authored on the same rig from a checked spec: `nod`, `hop`, `flinch`, `celebrate`
14
+
15
+ `walk` and `run` are in place and carry `ground_speed_mps`: move the body at that speed (or set
16
+ the action's `timeScale` to speed / ground speed) and the feet do not skate.
17
+
18
+ ## Using one
19
+
20
+ - `get_character` (free; `npx @funpixel/tools character get robot-3d`) copies `model.glb`,
21
+ `clips.json`, `turntable.png` and the concept picture into `public/assets/characters/<id>/`.
22
+ The GLB is meshopt-compressed with plain textures: `GLTFLoader` with the meshopt decoder reads
23
+ it, no KTX2 transcoder needed.
24
+ - The scaffold's `src/character.ts` (Three) loads it with an `AnimationMixer`: `play(name)`
25
+ cross-fades, one-shots play once and hold, `rate()` follows speed, `update(dt)` every frame.
26
+ `src/characters.ts` picks idle, walk or run from speed inside tuned ranges.
27
+ - One-shots end where they start, on the idle stance, so any clip blends back to idle.
28
+
29
+ ## Your look, the same rig
30
+
31
+ `restyle_character` (`npx @funpixel/tools character restyle robot-3d "a rusty scrap robot"
32
+ --game-id <id>`) is `retexture_model` on the master: four sides repainted, projected onto its
33
+ textures; the rig and every clip are kept, and the job is refused if a clip went missing. `palette`
34
+ pins up to 8 colours. It changes the paint, not the shape: a knight is not a restyled robot.
35
+
36
+ ## Where it is weak
37
+
38
+ - Humanoid bipeds only. A quadruped or a bird is a static mesh animated in code (SKILL.md step 1).
39
+ - Three bodies, one proportion each: a very tall or very squat hero needs its own model.
40
+ - The rig run's clips are generic. `author_motion` adds a wave, nod, hop, strike, flinch or
41
+ celebrate to any humanoid rig from a few dials; `retarget_clips` carries a library
42
+ character's clips onto your own rig (feet not locked: `audit_clips` it). A signature move (a
43
+ spell, a dance) is still made per game.
44
+
45
+ ## When the game poses its own skeleton
46
+
47
+ A three.js horror game (29 Sep 2026) posed a code skeleton from its sim every frame, and
48
+ its enemies lose limbs, so neither the library nor an auto-rig fit: their bones carry their own
49
+ names, rolls and rest rotations, and none splits a body for severing. What it did instead, run in
50
+ local Blender:
51
+
52
+ - Bones built at joint positions read off an orthographic render, every rest rotation the
53
+ identity, so `bone.rotation.x = a` means what the old code joints meant.
54
+ - Weights by capsule distance to each bone with a short blend into the neighbours; the bench's
55
+ own `fit_rig` notes that bone heat gives up on generated meshes.
56
+ - A skin rather than rigid parts per bone: rigid parts open gaps at the hip and shoulder the moment
57
+ a joint bends.
58
+ - Severing without losing the skin: the mesh cut on planes at shoulders, elbows, hips and knees,
59
+ each piece its own `SkinnedMesh` on the one skeleton, each opening capped with its own material.
60
+ Weights are a function of position only, so both sides of a cut match and the body bends as one
61
+ until `detach()` hides a piece and bakes its current pose into a static mesh for the debris.
62
+ - A decoration generated once (a coral crust) and instanced on six bones, reshaped to hug each
63
+ limb, with its own material so the game can light it on its own.
64
+
65
+ A trap it met: the `death` clip started standing, so a crawling enemy cross-faded upright and out
66
+ of the shot when stomped. A death that starts from the crawl's pose fixed it: a clip has to start
67
+ where the state that plays it leaves the body.
@@ -0,0 +1,47 @@
1
+ # The concept image a model is built from
2
+
3
+ Image-to-3D follows the picture it is given; text-to-3D invents its own design and drifts from the
4
+ game's 2D art. What the picture needs, from our runs and Scenario's 3D skills (A-pose before a rig):
5
+
6
+ - One subject, whole from top to bottom with a margin.
7
+ - A straight-on front view, or the side the camera sees: a crowd seen from behind is modelled
8
+ from behind.
9
+ - A plain light background and flat, even light; no base, no scenery, no text.
10
+ - The game's frozen style words, so the model matches the sprites and the key art.
11
+
12
+ For a character headed for a rig:
13
+
14
+ - A-pose: arms held 30 to 45 degrees away from the body, legs apart, hands open and empty.
15
+ - Fitted clothing, nothing cut off at the edges of the frame.
16
+ - Bulky or long-coated figures fuse their limbs at generation and the rig fails.
17
+ - The auto-rig skins anything held to the body: in our cast runs a hoplite's shield crumpled and
18
+ a minotaur's axe warped in the walk. Weapons, shields, trays and bags are generated as separate
19
+ static models and attached to the hand bone.
20
+ - Long skirts, aprons and capes are skinned to the legs and arms and tear in the walk. Keep that
21
+ character static, or make the cloth a separate piece.
22
+
23
+ For a prop (a building, a tree, a vehicle, a rock), the generators give it a face and arms unless
24
+ told twice: "not a character, no face" was ignored three times in three in one run (a mill, a tree
25
+ and an arch came back with faces). This held every time after: "An inanimate object only: NO face,
26
+ NO eyes, NO arms, NO character anywhere."
27
+
28
+ Pass the image's URL to `generate_3d_model` as `image_url`. Calling fal's Hunyuan 3D v3.1 pro
29
+ yourself: a `face_count` below 40,000 is refused (422); cut the mesh down afterwards with
30
+ `funtools optimize optimize-mesh` instead.
31
+
32
+ ## When the back matters: more views
33
+
34
+ One picture leaves the back to the generator, and it invents one: a character's air tank came
35
+ back as a backpack, a scarf as hair. Draw the back (and a side when it differs) in the same style
36
+ and pass them with the front: `view_asset_ids: { back, left, right }` (images your jobs made) next
37
+ to `image_asset_id` or `image_url`. The model is built from every view; the price does not change.
38
+
39
+ ## After it is made (optional)
40
+
41
+ Image-to-3D can still drift from the picture: a cape dropped, a colour shifted, a horn on the
42
+ wrong side. Render views headlessly (`npx @funpixel/tools model --local render hero.glb` on your own
43
+ Blender, free; or the hosted `model render`), then `npx @funpixel/tools judge identity hero.glb
44
+ --concept concept.png`: one seat on your own agent grades each view against the concept on
45
+ silhouette, palette, key features and proportions and names the worst view per trait. Major drift
46
+ fails; a part the angle hides is unseen, not lost. `judge report` reads it back. In our run a
47
+ knight's own turntable held all four traits and another character's failed three.
@@ -0,0 +1,31 @@
1
+ # Blender assets and engine targets
2
+
3
+ Blender produces the world and model assets; the engine runs the game. Keep the gameplay
4
+ contract, style rules, asset provenance and test criteria shared, with engine-specific import,
5
+ input, measurement and export adapters.
6
+
7
+ The shipped GDK initializes Pixi and Three.js projects. A Three.js level can use the local
8
+ Blender bench or the hosted level tool, then load the resulting GLB and bind colliders/markers
9
+ to game logic. Walk the undressed blockout before adding detail. Recheck the optimized model's
10
+ scale, axis, material, animation and collision in the engine. A Blender turntable alone does
11
+ not prove the game's room is navigable or that its phone controls work.
12
+
13
+ For a requested Unity project, state that Unity is an assessment target, not a supported
14
+ funtools scaffold or publish path. Reuse portable GLB, PNG and audio through a verified importer;
15
+ a GLB is not natively imported with identical materials, animation or collider data, so test it.
16
+ Choose and record the project's importer. Test metres, orientation, animation, colliders and
17
+ marker semantics in a small scene. The hosted bench runs
18
+ fixed authoring and inspection verbs only, never caller-supplied Python (a security boundary).
19
+
20
+ A Unity Web export includes loader/runtime code, wasm and scene/data files. It needs its own
21
+ build adapter, serving/compression checks and a state/input bridge for the GDK verifier.
22
+ Native exports need their own input, testing and distribution path. A Vite
23
+ build does not stand in for those checks, and a model import does not prove full engine support. There is no
24
+ Unity init target or Unity checker command yet.
25
+
26
+ One way to assess it: build one complete playable chamber using the same asset packet in Three.js
27
+ and the Unity spike. Keep measured startup, memory/frame timing, input, win/reset and export
28
+ results beside the build revision. Classify each path as tested, failed or not observed; add
29
+ the engine to supported targets only after the end-to-end evidence exists.
30
+
31
+ Export structure reference: [Unity manual](https://docs.unity3d.com/6000.0/Documentation/Manual/webgl-building.html).