evomeme 0.1.9 → 0.1.10-beta.13

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 (477) hide show
  1. package/README.md +2 -0
  2. package/dist/canvas-public/app.js +509 -5999
  3. package/dist/canvas-public/assets/presets/catalog.json +47 -0
  4. package/dist/canvas-public/assets/presets/tiles/A_01_CaoDi.png +0 -0
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  35. package/dist/canvas-public/assets/presets/tiles/A_32_ShuZiChuang.png +0 -0
  36. package/dist/canvas-public/canvas/actions.js +144 -0
  37. package/dist/canvas-public/canvas/camera.js +28 -0
  38. package/dist/canvas-public/canvas/chrome.js +14 -0
  39. package/dist/canvas-public/canvas/data.js +123 -0
  40. package/dist/canvas-public/canvas/dependencies.js +19 -0
  41. package/dist/canvas-public/canvas/interactions.js +544 -0
  42. package/dist/canvas-public/canvas/panel-resize.js +5 -0
  43. package/dist/canvas-public/canvas/renderer.js +297 -0
  44. package/dist/canvas-public/canvas/selection.js +62 -0
  45. package/dist/canvas-public/canvas/serialization.js +118 -0
  46. package/dist/canvas-public/canvas/sync.js +202 -0
  47. package/dist/canvas-public/core/api.js +32 -0
  48. package/dist/canvas-public/core/feature-registry.js +29 -0
  49. package/dist/canvas-public/core/feature-state.js +228 -0
  50. package/dist/canvas-public/core/layout.js +133 -0
  51. package/dist/canvas-public/core/operations.js +38 -0
  52. package/dist/canvas-public/core/project.js +203 -0
  53. package/dist/canvas-public/core/state.js +27 -0
  54. package/dist/canvas-public/dialogs/context-menu.js +118 -0
  55. package/dist/canvas-public/elements/base.js +100 -0
  56. package/dist/canvas-public/elements/connections.js +105 -0
  57. package/dist/canvas-public/elements/drag.js +53 -0
  58. package/dist/canvas-public/elements/image.js +259 -0
  59. package/dist/canvas-public/elements/loading-recovery.js +5 -0
  60. package/dist/canvas-public/elements/loading.js +21 -0
  61. package/dist/canvas-public/elements/map.js +64 -0
  62. package/dist/canvas-public/elements/registry.js +58 -0
  63. package/dist/canvas-public/elements/replacement.js +78 -0
  64. package/dist/canvas-public/elements/resize.js +210 -0
  65. package/dist/canvas-public/elements/task-pipeline.js +235 -0
  66. package/dist/canvas-public/elements/types.js +21 -0
  67. package/dist/canvas-public/elements/ui.js +14 -0
  68. package/dist/canvas-public/elements/video.js +64 -0
  69. package/dist/canvas-public/features/assets/local-assets.js +72 -0
  70. package/dist/canvas-public/features/assets/official-assets.js +539 -0
  71. package/dist/canvas-public/features/editing/canvas-size.js +532 -0
  72. package/dist/canvas-public/features/editing/color-key.js +471 -0
  73. package/dist/canvas-public/features/editing/cutout.js +20 -0
  74. package/dist/canvas-public/features/editing/interactive-image-editing.js +982 -0
  75. package/dist/canvas-public/features/editing/layer-decomposition.js +45 -0
  76. package/dist/canvas-public/features/editing/manual-split.js +115 -0
  77. package/dist/canvas-public/features/editing/perfect-pixel.js +299 -0
  78. package/dist/canvas-public/features/editing/scroll-preview.js +130 -0
  79. package/dist/canvas-public/features/editing/scroll-seam-elimination.js +71 -0
  80. package/dist/canvas-public/features/editing/seam-elimination.js +46 -0
  81. package/dist/canvas-public/features/editing/smart-split.js +49 -0
  82. package/dist/canvas-public/features/editing/source-preview.js +43 -0
  83. package/dist/canvas-public/features/editing/video-cycle.js +49 -0
  84. package/dist/canvas-public/features/editing/video-frames.js +35 -0
  85. package/dist/canvas-public/features/frame-editor/frame-editing.js +755 -0
  86. package/dist/canvas-public/features/frame-editor/frame-model.js +63 -0
  87. package/dist/canvas-public/features/frame-editor/playback.js +83 -0
  88. package/dist/canvas-public/features/frame-editor/preview.js +151 -0
  89. package/dist/canvas-public/features/generation/animation.js +272 -0
  90. package/dist/canvas-public/features/generation/asset-batch.js +102 -0
  91. package/dist/canvas-public/features/generation/direction.js +163 -0
  92. package/dist/canvas-public/features/generation/fields.js +73 -0
  93. package/dist/canvas-public/features/generation/game-ui.js +64 -0
  94. package/dist/canvas-public/features/generation/image.js +96 -0
  95. package/dist/canvas-public/features/generation/scroll-image.js +157 -0
  96. package/dist/canvas-public/features/generation/seamless-tile.js +52 -0
  97. package/dist/canvas-public/features/generation/tile-transition-atlas.js +79 -0
  98. package/dist/canvas-public/features/generation/video.js +105 -0
  99. package/dist/canvas-public/features/map/creation.js +73 -0
  100. package/dist/canvas-public/features/map/tile-map-editor.js +2520 -0
  101. package/dist/canvas-public/features/registry.js +59 -0
  102. package/dist/canvas-public/index.html +84 -259
  103. package/dist/canvas-public/inspector/controls.js +49 -0
  104. package/dist/canvas-public/inspector/frame-preview.js +11 -0
  105. package/dist/canvas-public/inspector/inspector.js +190 -0
  106. package/dist/canvas-public/inspector/media-inspector.js +517 -0
  107. package/dist/canvas-public/inspector/media-preview.js +56 -0
  108. package/dist/canvas-public/inspector/number-stepper.js +96 -0
  109. package/dist/canvas-public/inspector/resize.js +88 -0
  110. package/dist/canvas-public/inspector/scroll-preview.js +11 -0
  111. package/dist/canvas-public/inspector/ui-inspector.js +14 -0
  112. package/dist/canvas-public/language/en-US.js +1059 -0
  113. package/dist/canvas-public/language/index.js +91 -0
  114. package/dist/canvas-public/language/zh-CN.js +1059 -0
  115. package/dist/canvas-public/map/export.js +10 -0
  116. package/dist/canvas-public/map/inspector.js +8 -0
  117. package/dist/canvas-public/map/model.js +409 -0
  118. package/dist/canvas-public/map/tile-map-editor.js +2 -0
  119. package/dist/canvas-public/media/metadata.js +183 -0
  120. package/dist/canvas-public/media/support.js +183 -0
  121. package/dist/canvas-public/styles/base.css +49 -0
  122. package/dist/canvas-public/styles/canvas.css +127 -0
  123. package/dist/canvas-public/styles/controls.css +203 -0
  124. package/dist/canvas-public/styles/dialogs.css +521 -0
  125. package/dist/canvas-public/styles/feature-form.css +409 -0
  126. package/dist/canvas-public/styles/inspector.css +441 -0
  127. package/dist/canvas-public/styles/layout.css +344 -0
  128. package/dist/canvas-public/styles/map.css +11 -0
  129. package/dist/canvas-public/styles/nodes.css +636 -0
  130. package/dist/canvas-public/styles.css +9 -2247
  131. package/dist/canvas-public/ui/controls.js +222 -0
  132. package/dist/canvas-public/ui/elements.js +9 -0
  133. package/dist/canvas-public/ui/feature-controller.js +296 -0
  134. package/dist/canvas-public/ui/feature-form.js +402 -0
  135. package/dist/canvas-public/ui/settings.js +84 -0
  136. package/dist/canvas-public/ui/toolbar.js +55 -0
  137. package/dist/canvas-public/vendor/pixi-tilemap.js +126 -0
  138. package/dist/canvas-public/vendor/pixi.min.js +2340 -0
  139. package/dist/canvas-public/workers/color-key-worker.js +289 -0
  140. package/dist/image-workers/perfect-pixel/perfect-pixel-core.js +441 -0
  141. package/dist/image-workers/perfect-pixel/perfect-pixel-worker.cjs +10 -0
  142. package/dist/index.js +46710 -12400
  143. package/dist/skills/en-US/evomeme-canvas/SKILL.md +52 -0
  144. package/dist/skills/en-US/evomeme-canvas/agents/openai.yaml +7 -0
  145. package/dist/skills/en-US/evomeme-cloud-fs/SKILL.md +203 -0
  146. package/dist/skills/en-US/evomeme-cloud-fs/agents/openai.yaml +7 -0
  147. package/dist/skills/en-US/evomeme-cover/SKILL.md +131 -0
  148. package/dist/skills/en-US/evomeme-cover/agents/openai.yaml +7 -0
  149. package/dist/skills/en-US/evomeme-game-maker/SKILL.md +288 -0
  150. package/dist/skills/en-US/evomeme-game-maker/agents/openai.yaml +4 -0
  151. package/dist/skills/en-US/evomeme-login/SKILL.md +97 -0
  152. package/dist/skills/en-US/evomeme-login/agents/openai.yaml +7 -0
  153. package/dist/skills/en-US/evomeme-mcp/SKILL.md +71 -0
  154. package/dist/skills/en-US/evomeme-mcp/agents/openai.yaml +7 -0
  155. package/dist/skills/en-US/evomeme-mcp/references/troubleshooting.md +55 -0
  156. package/dist/skills/en-US/evomeme-native-bridge-sdk/SKILL.md +286 -0
  157. package/dist/skills/en-US/evomeme-native-bridge-sdk/agents/openai.yaml +8 -0
  158. package/dist/skills/en-US/evomeme-tos-upload/SKILL.md +47 -0
  159. package/dist/skills/en-US/evomeme-tos-upload/agents/openai.yaml +5 -0
  160. package/dist/skills/en-US/evomeme-ui/SKILL.md +123 -0
  161. package/dist/skills/en-US/evomeme-ui/agents/openai.yaml +4 -0
  162. package/dist/skills/en-US/evomeme-ui/references/host-layout.md +69 -0
  163. package/dist/skills/en-US/game-art/SKILL.md +121 -0
  164. package/dist/skills/en-US/game-art/agents/openai.yaml +8 -0
  165. package/dist/skills/en-US/game-asset-align/SKILL.md +47 -0
  166. package/dist/skills/en-US/game-asset-align/agents/openai.yaml +8 -0
  167. package/dist/skills/en-US/game-asset-align/references/alignment-contract.md +61 -0
  168. package/dist/skills/en-US/game-asset-align/references/blender-scene-pipeline.md +35 -0
  169. package/dist/skills/en-US/game-asset-align/references/canonical-package.md +26 -0
  170. package/dist/skills/en-US/game-asset-align/references/engine-capabilities.md +14 -0
  171. package/dist/skills/en-US/game-asset-align/references/lightweight-review.md +34 -0
  172. package/dist/skills/en-US/game-asset-align/references/repair-policy.md +30 -0
  173. package/dist/skills/en-US/game-asset-align/references/tool-contract.md +69 -0
  174. package/dist/skills/en-US/game-asset-align/references/visual-review.md +26 -0
  175. package/dist/skills/en-US/game-asset-batch-generator/SKILL.md +117 -0
  176. package/dist/skills/en-US/game-asset-batch-generator/agents/openai.yaml +7 -0
  177. package/dist/skills/en-US/game-asset-image-generator/SKILL.md +86 -0
  178. package/dist/skills/en-US/game-asset-image-generator/agents/openai.yaml +7 -0
  179. package/dist/skills/en-US/game-asset-image-generator/references/background.md +34 -0
  180. package/dist/skills/en-US/game-asset-image-generator/references/static-game-assets.md +38 -0
  181. package/dist/skills/en-US/game-asset-mesh-generator/SKILL.md +35 -0
  182. package/dist/skills/en-US/game-asset-mesh-generator/agents/openai.yaml +7 -0
  183. package/dist/skills/en-US/game-asset-mesh-generator/references/animation-presets.md +313 -0
  184. package/dist/skills/en-US/game-asset-mesh-generator/references/generation-contracts.md +131 -0
  185. package/dist/skills/en-US/game-asset-mesh-generator/references/image-generator-workflows.md +65 -0
  186. package/dist/skills/en-US/game-asset-mesh-generator/references/postprocess-contracts.md +187 -0
  187. package/dist/skills/en-US/game-asset-mesh-generator/references/threejs-integration.md +113 -0
  188. package/dist/skills/en-US/game-asset-mesh-generator/references/tool-reference.md +67 -0
  189. package/dist/skills/en-US/game-audio/SKILL.md +121 -0
  190. package/dist/skills/en-US/game-audio/agents/openai.yaml +4 -0
  191. package/{skills → dist/skills/en-US}/game-audio/references/bgm-cdn.md +7 -11
  192. package/{skills → dist/skills/en-US}/game-audio/references/sfx-cdn.md +6 -4
  193. package/dist/skills/en-US/game-character-view-generator/SKILL.md +110 -0
  194. package/dist/skills/en-US/game-character-view-generator/agents/openai.yaml +7 -0
  195. package/dist/skills/en-US/game-demo/SKILL.md +103 -0
  196. package/dist/skills/en-US/game-demo/agents/openai.yaml +7 -0
  197. package/dist/skills/en-US/game-image-layer-decomposer/SKILL.md +99 -0
  198. package/dist/skills/en-US/game-image-layer-decomposer/agents/openai.yaml +7 -0
  199. package/dist/skills/en-US/game-image-splitter/SKILL.md +114 -0
  200. package/dist/skills/en-US/game-image-splitter/agents/openai.yaml +7 -0
  201. package/dist/skills/en-US/game-maker/SKILL.md +111 -0
  202. package/dist/skills/en-US/game-maker/agents/openai.yaml +4 -0
  203. package/dist/skills/en-US/game-perfect-pixel/SKILL.md +123 -0
  204. package/dist/skills/en-US/game-perfect-pixel/agents/openai.yaml +7 -0
  205. package/dist/skills/en-US/game-scroll-generator/SKILL.md +110 -0
  206. package/dist/skills/en-US/game-scroll-generator/agents/openai.yaml +7 -0
  207. package/dist/skills/en-US/game-test/SKILL.md +58 -0
  208. package/dist/skills/en-US/game-test/agents/openai.yaml +7 -0
  209. package/dist/skills/en-US/game-tile-generator/SKILL.md +152 -0
  210. package/dist/skills/en-US/game-tile-generator/agents/openai.yaml +7 -0
  211. package/dist/skills/en-US/game-ui/SKILL.md +177 -0
  212. package/dist/skills/en-US/game-ui/agents/openai.yaml +4 -0
  213. package/dist/skills/en-US/game-ui-generator/SKILL.md +82 -0
  214. package/dist/skills/en-US/game-ui-generator/agents/openai.yaml +7 -0
  215. package/dist/skills/en-US/game-ui-generator/references/component-patterns.md +65 -0
  216. package/dist/skills/en-US/game-ui-generator/references/runtime-integration.md +45 -0
  217. package/dist/skills/en-US/game-video-cycle/SKILL.md +98 -0
  218. package/dist/skills/en-US/game-video-cycle/agents/openai.yaml +7 -0
  219. package/dist/skills/en-US/game-video-generator/SKILL.md +78 -0
  220. package/dist/skills/en-US/game-video-generator/agents/openai.yaml +7 -0
  221. package/dist/skills/en-US/godot-3d-game/SKILL.md +41 -0
  222. package/dist/skills/en-US/godot-3d-game/agents/openai.yaml +8 -0
  223. package/dist/skills/en-US/godot-3d-game/references/alignment-gates.md +26 -0
  224. package/dist/skills/en-US/godot-3d-game/references/appearance-alignment.md +54 -0
  225. package/dist/skills/en-US/godot-3d-game/references/build-and-qa.md +22 -0
  226. package/dist/skills/en-US/godot-3d-game/references/canonical-asset-runtime.md +27 -0
  227. package/dist/skills/en-US/godot-3d-game/references/import-and-wrapper-scenes.md +20 -0
  228. package/dist/skills/en-US/godot-3d-game/references/physics-colliders.md +13 -0
  229. package/dist/skills/en-US/godot-3d-game/references/project-structure.md +22 -0
  230. package/dist/skills/en-US/godot-3d-game/references/skeleton-animation.md +16 -0
  231. package/dist/skills/en-US/phaser-2d-game/SKILL.md +127 -0
  232. package/dist/skills/en-US/phaser-2d-game/agents/openai.yaml +8 -0
  233. package/dist/skills/en-US/phaser-2d-game/references/engine-performance.md +64 -0
  234. package/dist/skills/en-US/phaser-2d-game/references/engine-physics.md +139 -0
  235. package/dist/skills/en-US/phaser-2d-game/references/engine-runtime.md +129 -0
  236. package/dist/skills/en-US/phaser-2d-game/references/engine-spritesheets.md +99 -0
  237. package/dist/skills/en-US/phaser-2d-game/references/engine-tilemaps.md +80 -0
  238. package/dist/skills/en-US/phaser-2d-game/references/file-structure.md +94 -0
  239. package/dist/skills/en-US/phaser-2d-graphics-builder/SKILL.md +68 -0
  240. package/dist/skills/en-US/phaser-2d-graphics-builder/agents/openai.yaml +7 -0
  241. package/dist/skills/en-US/threejs-3d-game/SKILL.md +117 -0
  242. package/dist/skills/en-US/threejs-3d-game/agents/openai.yaml +7 -0
  243. package/dist/skills/en-US/threejs-3d-game/references/engine-asset-pipeline.md +155 -0
  244. package/dist/skills/en-US/threejs-3d-game/references/engine-audio.md +70 -0
  245. package/dist/skills/en-US/threejs-3d-game/references/engine-input-camera.md +84 -0
  246. package/dist/skills/en-US/threejs-3d-game/references/engine-performance.md +96 -0
  247. package/dist/skills/en-US/threejs-3d-game/references/engine-physics.md +142 -0
  248. package/dist/skills/en-US/threejs-3d-game/references/engine-runtime.md +199 -0
  249. package/dist/skills/en-US/threejs-3d-game/references/file-structure.md +353 -0
  250. package/dist/skills/en-US/threejs-aaa-graphics-builder/SKILL.md +62 -0
  251. package/dist/skills/en-US/threejs-aaa-graphics-builder/agents/openai.yaml +7 -0
  252. package/{skills → dist/skills/zh-CN}/evomeme-cloud-fs/SKILL.md +33 -6
  253. package/{skills → dist/skills/zh-CN}/evomeme-cover/SKILL.md +7 -8
  254. package/{skills → dist/skills/zh-CN}/evomeme-game-maker/SKILL.md +91 -88
  255. package/{skills → dist/skills/zh-CN}/evomeme-login/SKILL.md +5 -0
  256. package/dist/skills/zh-CN/evomeme-mcp/SKILL.md +71 -0
  257. package/dist/skills/zh-CN/evomeme-mcp/agents/openai.yaml +7 -0
  258. package/dist/skills/zh-CN/evomeme-mcp/references/troubleshooting.md +55 -0
  259. package/{skills → dist/skills/zh-CN}/evomeme-tos-upload/SKILL.md +6 -5
  260. package/dist/skills/zh-CN/evomeme-ui/SKILL.md +123 -0
  261. package/dist/skills/zh-CN/evomeme-ui/agents/openai.yaml +4 -0
  262. package/dist/skills/zh-CN/evomeme-ui/references/host-layout.md +69 -0
  263. package/dist/skills/zh-CN/game-asset-align/SKILL.md +47 -0
  264. package/dist/skills/zh-CN/game-asset-align/agents/openai.yaml +8 -0
  265. package/dist/skills/zh-CN/game-asset-align/references/alignment-contract.md +61 -0
  266. package/dist/skills/zh-CN/game-asset-align/references/blender-scene-pipeline.md +35 -0
  267. package/dist/skills/zh-CN/game-asset-align/references/canonical-package.md +26 -0
  268. package/dist/skills/zh-CN/game-asset-align/references/engine-capabilities.md +14 -0
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+ ---
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+ name: game-asset-batch-generator
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+ description: Use evomeme_generate_asset_batch to generate one consistent static game asset sheet in top-down, isometric, side or custom view, optionally remove its background color and always split it into independent PNGs. Use for scene-building packs of buildings, vegetation, props, walls, floor tiles or platforms. Explains processing, actual outputs, view/color-key/splitting terms and game integration. Not for splitting an existing sheet only, a single background, animation or guaranteed seamless tiles.
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+ ---
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+
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+ # Batch game asset generation
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+
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+ Use this skill for groups of static 2D assets sharing a style and viewpoint for scene assembly. Establish the theme, view, style references and background mode, call `evomeme_generate_asset_batch`, then inspect the separated images before delivery.
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+
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+ ## What the tool actually does
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+
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+ MCP and the canvas batch feature share the `generate_asset_batch` task and `executeAssetBatchGeneration` function. The shared task layer sequences existing image functions. No MCP calls another MCP, and no canvas feature entry point chains another canvas entry point. Shared task-layer orchestration is sufficient; do not introduce another workflow or change built-in image prompts merely to port the tool.
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+
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+ One call performs these steps:
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+
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+ 1. **One AI image generation**: Generate one sheet of separate objects from the theme, view, optional references and existing asset-category requirements. It does not send a separate generation request per object or produce one image per reference.
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+ 2. **Download the sheet**: Save and retain the original generation under workspace `assets/`.
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+ 3. **Process the chosen background mode**: By default, generate a solid background, remove it using color key at fixed strength 80, and save a transparent PNG. `transparent_background=true` requires Max, requests transparency directly and skips color key.
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+ 4. **Always split automatically**: Crop detected independent foreground regions into PNGs. Subjects are not resized or padded to equal dimensions. There is no input to disable splitting.
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+
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+ Successfully splitting N subjects produces **N independent PNGs (N is at least 2)**. Retain one original sheet and, when color-keyed, one additional keyed sheet. A normal successful call therefore adds N+1 or N+2 images, excluding existing reference assets. Read the original sheet format from `mime_type`; keyed and split outputs are PNG.
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+
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+ Counts depend on generated content and foreground detection; requesting a number of objects does not guarantee that many files. Outputs are image resources, not complete levels, object coordinates, colliders, engine prefabs, atlas-coordinate configuration, animation sequences or a guarantee of seamless tiling.
24
+
25
+ ## When to use it
26
+
27
+ | Need | Choice |
28
+ | --- | --- |
29
+ | A themed scene-building pack of buildings, vegetation, props and walls | Use this tool with a consistent view and art reference. |
30
+ | Platforms, stairs, slopes and decorations for a side-scrolling level | Use `side-view`, then verify that objects retain a strict side view. |
31
+ | One object or one complete background | Use [general image generation](../game-asset-image-generator/SKILL.md) to avoid mandatory splitting. |
32
+ | Seamless repeating tiles or transition atlases between two terrains | Use the [tile-map skill](../game-tile-generator/SKILL.md). Floor tiles from this batch tool are not guaranteed seamless. |
33
+ | Looping scroll backgrounds, midgrounds and foregrounds | Use the [scroll-map skill](../game-scroll-generator/SKILL.md). |
34
+ | Button/panel skins and their runtime use | Use the [UI component skill](../game-ui-generator/SKILL.md). |
35
+ | Extract objects from an existing sheet only | Use existing image-processing capabilities; this tool generates new art and is unsuitable for splitting only. |
36
+
37
+ ## Terms and view selection
38
+
39
+ - **Asset sheet**: One image containing multiple static objects separated by space for cropping. It is not an assembled game scene or a time-ordered animation sheet.
40
+ - **Foreground subjects and automatic splitting**: Foreground means the object regions to retain. Pixel, transparency and connected-region detection separate subjects without semantic recognition such as “tree” or “chest.” A connected region is a group of adjacent pixels. Touching objects can merge and detached decorations can split incorrectly. This is neither fixed-grid cutting nor layer decomposition.
41
+ - **Color key**: Make a selected background color and similar colors transparent. The existing workflow uses Oklab perceptual color distance, which compares colors more closely to human perception, at fixed strength 80 over the whole image with soft edges. Similar colors inside objects may also disappear; it does not infer object contours like semantic background removal.
42
+ - **Native transparency / alpha channel**: The model directly generates transparent regions; alpha records pixel opacity. Transparent regions should reveal the scene behind them, rather than painted white or a checkerboard. Consider Max native transparency for glass, glows and soft shadows, and inspect the result.
43
+ - **Despill**: Remove residual key-color tint from object edges. It is disabled in this workflow, so inspect magenta fringes, glows and translucent details. This tool cannot change that setting.
44
+ - **Equal-size padding**: Add transparent pixels around crops so all images have identical dimensions. This workflow fixes `pad_to_same_size=false`; output sizes usually differ and subjects are not resized to a common size.
45
+ - **Anchor / pivot**: The point used to position an image in the game, such as a tree root or a building's ground-contact center. Splitting internally uses `anchor=center`, but with padding disabled this does not configure engine ground points, pivots or colliders. Set those after inspecting actual images.
46
+
47
+ `asset_type` selects the **viewpoint**, not object category or file format:
48
+
49
+ | Value | Appearance, use and existing requested content |
50
+ | --- | --- |
51
+ | `top-down` (default) | Look down from above, suitable for roofs, ground objects, vegetation and props in overhead maps. Built-in categories include floor tiles, walls, fences, vegetation, buildings, props and atmospheric decorations. |
52
+ | `isometric` | An orthographic oblique, isometric-style view usually showing tops and sides, with consistent apparent scale at different distances. Suitable for oblique scene assembly. The existing preset says “orthographic 45-degree isometric view”; this is an image-generation constraint, not a verified 3D camera angle or exact grid. Categories match top-down. |
53
+ | `side-view` | View objects from the side for side-scrolling scenes. In addition to buildings and vegetation, request floating platforms, side walls, ascending/descending stairs and slopes. It is not a character-direction sheet or movement animation. |
54
+ | `custom` | Describe the viewing direction in `custom_asset_type`, e.g. “front orthographic view of building facades.” Common categories are still appended; this is not a category-list replacement or exact-count interface. |
55
+
56
+ References guide style, colors, materials and design, without overriding the selected viewpoint or separate-layout requirements. Every mode retains existing built-in categories; the user `prompt` adds theme and content requirements without guaranteeing an exclusive subset.
57
+
58
+ ## Parameters and calls
59
+
60
+ | Parameter | Actual meaning |
61
+ | --- | --- |
62
+ | `prompt` | Required, nonempty. Describe theme, style, colors, materials, desired content and relative proportions. |
63
+ | `asset_type` | Optional; defaults to `top-down`. Other modes are explained above. |
64
+ | `custom_asset_type` | Required nonempty view description for `custom`; unused in other modes. |
65
+ | `model` | Default `asset-pro`; also `asset-max` or `asset-lite`. Only Max supports native transparency in this workflow. |
66
+ | `size` | Whole-sheet preset, default `1664x2496`, not each asset's dimensions. Must fit model limits; Lite does not support `1024x1024`. |
67
+ | `reference_ids` | Workspace reference-image IDs, default `[]`. Up to 14 in this workflow, with Pro limited to 10. |
68
+ | `background_color` | Default `#ff00ff`; accepts `#RGB` or `#RRGGBB`. Solid background/key color; avoid subject colors. Not used as the background with native transparency. |
69
+ | `transparent_background` | Default `false`: generate solid background then color-key. True requests Max native transparency; automatic splitting still runs. |
70
+ | `workspace_dir` | Absolute workspace root; specify explicitly when possible. Omission uses the MCP working directory. |
71
+
72
+ There are no `count`, `components`, `rows`, `columns`, `auto_split`, `pad_to_same_size` or color-key-strength inputs. Do not invent or pass them. Fixed splitting behavior is described in the results.
73
+
74
+ Place reference files under the chosen workspace's `assets/`, verify readability and avoid overwriting existing assets. Download accessible external URLs into the workspace before passing IDs such as `assets/style.png`. Parameters do not accept URLs, Base64 or original attachment absolute paths. Reuse an existing `asset_id` when appropriate.
75
+
76
+ ```json
77
+ {
78
+ "workspace_dir": "D:/my-game",
79
+ "prompt": "A warm hand-painted medieval village asset pack, wood and pale stone bricks, ochre and green palette, consistent upper-left lighting. Buildings, trees, fences, crates and roadside decorations have coordinated proportions. Show every object completely with wide gaps and clear silhouettes; no continuous ground or complete scene, and avoid magenta on subjects.",
80
+ "asset_type": "isometric",
81
+ "model": "asset-pro",
82
+ "size": "1664x2496",
83
+ "reference_ids": [],
84
+ "background_color": "#ff00ff",
85
+ "transparent_background": false
86
+ }
87
+ ```
88
+
89
+ Example with a custom viewpoint and native transparency:
90
+
91
+ ```json
92
+ {
93
+ "workspace_dir": "D:/my-game",
94
+ "prompt": "Fairytale town scene-building assets, consistent soft palette and flat illustration style, complete separate building facades, flowerpots, streetlights and decorations, retain fine silhouettes, no text or complete scene.",
95
+ "asset_type": "custom",
96
+ "custom_asset_type": "Front orthographic view, no overhead view or side perspective",
97
+ "model": "asset-max",
98
+ "transparent_background": true
99
+ }
100
+ ```
101
+
102
+ ## Results and use
103
+
104
+ MCP returns text metadata with arrays/objects serialized as JSON text, without image bytes or Base64:
105
+
106
+ - `images` contains final split PNGs with `id` / `asset_id`, `name`, `kind`, `url`, `operation_id`, `local_path` and `mime_type`. Top-level `asset_id` / `local_path` describe the first image, not the entire pack. A `/files/...` URL belongs to the local canvas service, not a public asset host.
107
+ - `generated` describes the original sheet with its remote `job_id` and `tos_url`. When color key runs, `color_key` describes the keyed sheet; native transparency may omit it. For a sheet preview, prefer `color_key`, otherwise `generated`.
108
+ - `asset_type`, applicable `custom_asset_type`, background settings, `auto_split=true` and `pad_to_same_size=false` describe processing. `color_key_strength=80` applies only to the color-key path.
109
+ - `operation_id` identifies a local step; the sheet's `job_id` identifies the remote AI generation. Existing shared results do not provide `task_id`, `outputs`, crop boxes or actual dimensions; crop boxes and output sizes are saved in the splitting-step record.
110
+
111
+ Filenames use a batch identifier and numeric suffixes such as `_asset_01.png`, not semantic names. Inspect the sheets and individual PNGs, build a file-to-purpose list from actual content, check touching objects, incorrect splits, missing items, background residue and style consistency, then rename as needed.
112
+
113
+ Use individual PNGs as static sprites/textures in the game. A sprite is an object displaying a 2D image. Set pivots from ground-contact points, scale and place assets using a consistent world scale, and configure draw order and colliders separately. Image bounds do not define collision shapes. Verify scale consistency, grid alignment and seamlessness separately. If an atlas is needed, pack assets using the project's existing tools and retain trimming/pivot data.
114
+
115
+ Final keyed and split images remain local and are not uploaded automatically. For public URLs, upload the final `local_path` through `evomeme_upload_game_asset`; do not substitute the original sheet URL for a separated object.
116
+
117
+ Splitting needs at least two separable subjects. On failure, read the error and locate the generated sheet, optional keyed sheet and any written files through task records or the canvas; failure does not guarantee a complete result list. Do not immediately pay to regenerate because splitting failed. Inspect existing art and choose cropping/processing first; adjust spacing, background or prompts if regeneration is actually needed.
@@ -0,0 +1,7 @@
1
+ interface:
2
+ display_name: "Batch Game Asset Generation"
3
+ short_description: "Generate game asset packs with view, keying and split guidance"
4
+ default_prompt: "Use $game-asset-batch-generator to create a game asset pack in a chosen view and explain its processing, output files and game integration."
5
+
6
+ policy:
7
+ allow_implicit_invocation: true
@@ -0,0 +1,86 @@
1
+ ---
2
+ name: game-asset-image-generator
3
+ description: Generate game concept art, backgrounds and image assets through MCP, or apply smart cutout and background-color removal to existing images. Explains text-to-image, image-to-image, transparent PNG outputs and reference preparation. Use dedicated skills for character views and videos.
4
+ ---
5
+
6
+ # Generate and Process Game Images
7
+
8
+ For character four views or eight directions, use [Character View Generator](../game-character-view-generator/SKILL.md). For videos, use [Game Video Generator](../game-video-generator/SKILL.md). Always use [Tilemap Resource Generation, Editing and Optimization](../game-tile-generator/SKILL.md) when generating tilemaps or seamless tiles; also use it for transition tilesets and existing-tile seam repair.
9
+
10
+ ## Workspace and Outputs
11
+
12
+ Always use [Scrolling Map Resource Generation and Editing](../game-scroll-generator/SKILL.md) for scrolling maps, horizontally looping backgrounds, parallax layers and left/right seam repair of existing scrolling images.
13
+
14
+ Explicitly pass the absolute current workspace root as `workspace_dir`. Outputs are saved under its `assets/` directory. Record the returned `asset_id`, `local_path` and remote URL.
15
+
16
+ Platform games read TOS URLs through project configuration, usually `public/config.json`. Color removal produces a local PNG. Before using it in a platform game, upload its `local_path` with `evomeme_upload_game_asset` and record the returned URL.
17
+
18
+ ## Prepare References Before Invoking Generation
19
+
20
+ When using an uploaded attachment, conversation image, concept image or other local reference, you MUST place it under `assets/` in the selected `workspace_dir` before calling a generation MCP tool:
21
+
22
+ 1. Locate the actual attachment file provided by the IDE and confirm it is readable. If only an accessible image URL is available, download the image first. If the actual file cannot be obtained, explain the missing source and stop that reference-based call; do not invent a path or asset ID.
23
+ 2. Reuse images already under this workspace's `assets/`. Copy images from any other location, including other workspace directories, into `assets/` or a subdirectory such as `assets/references/`. Use a new filename for different images with conflicting names to avoid overwriting existing assets.
24
+ 3. Confirm the copied image exists and is readable. Its asset ID is the path relative to the workspace root, using `/` separators. For example, `D:/my-game/assets/references/hero.png` maps to `assets/references/hero.png`.
25
+ 4. Pass these IDs through `reference_ids` for ordinary image-to-image generation, `character_reference_id` for four views or eight directions, and `four_view_id` for supplied four views. Explicitly pass the same `workspace_dir`. These fields do not accept original attachment absolute paths, URLs or image Base64.
26
+
27
+ Reuse `asset_id` returned by existing generation outputs without copying again. This makes references workspace assets, allowing tasks to record provenance and the canvas to draw dependency connections. Text-to-image generation without references needs no reference-file preparation.
28
+
29
+ ## Three Peer Image Tools
30
+
31
+ | Tool | Action and generated output | When to use |
32
+ | --- | --- | --- |
33
+ | `evomeme_generate_game_image` (Image Generation) | Generate one new image from a prompt and optional references; save it under `assets/` and return its path and cloud URL. Read the actual format from `mime_type`. | Create concept art, characters, props or backgrounds. No references means text-to-image; supplied references mean image-to-image. |
34
+ | `evomeme_cutout_game_image` (Smart Cutout) | Identify the subject, generate a mask, then compose, save and upload one transparent PNG. The mask specifies how much of each pixel to retain or make transparent. | Keep a character or prop while removing its background, especially when the background has multiple colors. |
35
+ | `evomeme_color_key` (Color Removal) | Locally make pixels matching a specified color transparent and save one new PNG under `assets/`; no automatic upload. | Smart cutout is unavailable and the background color is known, such as solid white or magenta. |
36
+
37
+ All three tools share their client functions with the corresponding canvas features. A transparent PNG records transparency in its alpha channel so it can overlay a game scene; transparency is not a white-painted background.
38
+
39
+ Independent asset tasks can run in parallel. Cutout or color removal depends on the generated image, so execute those steps after generation. Image generation does not automatically cut out the result.
40
+
41
+ ## Image Generation
42
+
43
+ | Parameter | Required | Description |
44
+ | --- | --- | --- |
45
+ | `prompt` | Yes | Generation prompt. |
46
+ | `model` | No | `asset-max`, `asset-pro`, or `asset-lite`; default `asset-pro`. |
47
+ | `background` | No | `opaque`, `transparent`, or `auto`; default `opaque`. |
48
+ | `size` | No | Preset supported by the selected model; default `2048x2048`. |
49
+ | `reference_ids` | No | Array of workspace reference image asset IDs, such as `["assets/hero.png"]`. Omit or pass an empty array for text-to-image. |
50
+ | `workspace_dir` | No | Absolute current workspace root; pass it explicitly. |
51
+
52
+ Presets include `1024x1024`, `2048x2048`, `1728x2304`, `2304x1728`, `2560x1440`, `1440x2560`, `1664x2496`, `2496x1664`, and `3024x1296`. `asset-lite` does not support `1024x1024`.
53
+
54
+ For transparent text-to-image, use `model="asset-max", background="transparent"`. Auto background also requires `asset-max`. `asset-lite` does not offer background switching. For `asset-pro` transparent generation, `reference_ids` must contain exactly one PNG with transparent pixels. Reference IDs are relative to `workspace_dir` and accept `asset_id` returned by image tools. Maximum references: `asset-pro` 10, `asset-lite` 14, `asset-max` 16. Parameters and reference handling match canvas image generation, except MCP accepts only preset sizes and no custom sizes or legacy image-type parameters.
55
+
56
+ Read the [Static Game Element Prompt Guide](references/static-game-assets.md) for individual static elements or the [Game Background Prompt Guide](references/background.md) for full backgrounds. If concept art exists, inspect it and describe its shapes, palette and style in the prompt. Supply workspace images through `reference_ids` when direct references are needed.
57
+
58
+ ## Smart Cutout
59
+
60
+ Provide exactly one of `id` or `image_url`, plus `workspace_dir`:
61
+
62
+ - `id`: Workspace image asset ID such as `assets/hero.png`; use the generator's returned `asset_id`.
63
+ - `image_url`: Accessible HTTP/HTTPS source image URL.
64
+
65
+ The tool waits for the mask, composes a transparent PNG locally and uploads it. Errors are passed through to MCP; it does not switch to color removal automatically.
66
+
67
+ ## Color Removal
68
+
69
+ | Parameter | Required | Description |
70
+ | --- | --- | --- |
71
+ | `id` | Yes | Workspace source image asset ID. |
72
+ | `color` | No | Color to remove, `#RRGGBB`; default `#ffffff`. |
73
+ | `strength` | No | 0–100; default 80. |
74
+ | `contiguous_only` | No | Remove only regions connected to an image boundary; default `false`. |
75
+ | `despill` | No | Remove background-color spill from retained edges; default `false`. |
76
+ | `workspace_dir` | No | Absolute current workspace root. |
77
+
78
+ This runs locally without authentication or the smart-cutout service. Select the removal color from the source background. It removes matching colors rather than recognizing a semantic subject.
79
+
80
+ `strength` controls color-match tolerance: higher values remove more nearby colors. With `contiguous_only=true`, only matching regions reachable from image boundaries are removed, reducing holes in same-colored areas inside the subject. `despill` reduces background color mixed into retained translucent edges; it does not recognize or redraw the subject.
81
+
82
+ ## Results and Errors
83
+
84
+ All three tools return only text metadata on success, without image Base64 or MCP `image` content blocks. Text includes `asset_id`, `local_path`, `mime_type` and processing details. Generation and smart cutout also return `job_id`, `asset_url`/`tos_url`, `status` and `attempts`. Color removal returns a local `operation_id` and its four processing parameters. Use `asset_id` for further processing and URLs to reference cloud images. To inspect an image, use an available IDE image viewer to read `local_path` or open the image URL as needed; do not put image Base64 into the conversation or project configuration.
85
+
86
+ Failures carry `isError: true` and the specific error message. Keep the original image, record the error, and select color-removal settings from its background when smart cutout is unavailable.
@@ -0,0 +1,7 @@
1
+ interface:
2
+ display_name: "Game Asset Image Generator"
3
+ short_description: "Generate and process game image assets, save the results to the workspace, and connect them to the project configuration"
4
+ default_prompt: "Please use $game-asset-image-generator to generate or process the image assets needed for my game, and correctly connect the files and asset links to the project."
5
+
6
+ policy:
7
+ allow_implicit_invocation: true
@@ -0,0 +1,34 @@
1
+ # Game Background Prompt Guide
2
+
3
+ This guide covers ordinary complete single-layer backgrounds. Always use [Scrolling Map Resource Generation and Editing](../../game-scroll-generator/SKILL.md) for scrolling maps, horizontal looping backgrounds, parallax layers or scroll seam repair; that workflow handles optional layers, seam repair and color key processing.
4
+
5
+ A game background is a complete single-layer scene image that fills the game screen, such as a forest, city street, outer-space area, underground cave, or indoor space. Each background is generated only once and used as a separate `background` image.
6
+
7
+ ## Use Concept Art As Reference
8
+
9
+ If concept art exists for the game or current scene, inspect it and describe the relevant features in the prompt. Before directly referencing an image, you MUST copy it into this workspace's `assets/` or reuse it if already there, verify it is readable, and pass its workspace-relative ID through `reference_ids` with the same explicit `workspace_dir`:
10
+
11
+ - Prefer the setting concept image for the current scene; if none exists, then use the overall game concept image.
12
+ - Clearly state in the prompt which characteristics need to be inherited, such as worldview, scene structure, color palette, materials, lighting, and art style.
13
+ - Do not copy layout, text, annotations, character presentation, or other irrelevant content from the concept image.
14
+
15
+ ## Prompt
16
+
17
+ When writing, follow these rules:
18
+
19
+ - Clearly state the background's purpose in the game, scene location, era, or theme.
20
+ - Clearly state landscape or portrait composition, camera perspective, horizon position, and main spatial direction.
21
+ - Clearly state time, weather, lighting, main color palette, and main materials, and keep them consistent with existing game art specifications.
22
+ - Specify areas that need to remain clear and low-interference according to the gameplay, such as the central movement area, road, platform area, or character activity area.
23
+ - Place high detail and visual focus where they will not block gameplay information, and avoid uniform detail density across the whole image.
24
+ - Keep spatial layering, perspective, light direction, and scale consistent so the background can directly fill the game screen.
25
+ - Require `full-frame composition, edge-to-edge scene, no border`; do not generate a white background, transparent background, picture frame, or display mockup.
26
+ - End with `no characters, no enemies, no pickups, no UI, no text, no watermark, no logo`.
27
+
28
+ ## Prohibited Wording
29
+
30
+ - Drawing characters, enemies, props, pickups, attack effects, or interactive objects into the background.
31
+ - Drawing HUD, buttons, title, score, tutorial text, Logo, or watermark into the background.
32
+ - Describing only atmosphere without specifying the concrete scene, perspective, composition direction, and gameplay negative space.
33
+ - Requesting standalone elements, transparent background, pure white background, asset collections, setting sheets, or multi-view images.
34
+ - Using an art style, color palette, materials, and lighting that conflict with the game concept image or existing art specifications.
@@ -0,0 +1,38 @@
1
+ # Static Game Element Prompt Guide
2
+
3
+ A static game element is a single game element that can be directly represented by one standalone image and does not need animation frames or dynamic effects, such as a small stone, standalone cloud, shrub, road sign, or an enemy that only uses a fixed pose. Each static element is generated only once and used as a separate `asset` image.
4
+
5
+ This guide does not apply to:
6
+
7
+ - Complete scene backgrounds, parallax background layers, or tilesets.
8
+ - Characters or enemies that need animation frames such as walking, attacking, or taking hits.
9
+ - Dynamic effects such as fire, explosions, or trails.
10
+ - Game concept art, character setting art, UI, videos, or 3D models.
11
+
12
+ ## Use Concept Art As Reference
13
+
14
+ If concept art exists for the game or current element, inspect it and describe the relevant features in the prompt. Before directly referencing an image, you MUST copy it into this workspace's `assets/` or reuse it if already there, verify it is readable, and pass its workspace-relative ID through `reference_ids` with the same explicit `workspace_dir`:
15
+
16
+ - Prefer the setting concept image for the current element; if none exists, then use the overall game concept image.
17
+ - Clearly state in the prompt which characteristics need to be inherited, such as element shape, silhouette, color palette, material, and art style.
18
+ - Do not copy layout, text, annotations, multi-view presentation, or other irrelevant elements from the concept image.
19
+
20
+ ## Prompt
21
+
22
+ When writing, follow these rules:
23
+
24
+ - One image describes only one static element; collections, multiple variants, or multi-view images must not be requested.
25
+ - Clearly state the element's role in the game, such as obstacle, fixed enemy, or environmental decoration.
26
+ - For directional elements, the single facing direction must be specified; for non-directional elements, specify front view, side view, or top view.
27
+ - For a fixed enemy, describe only one pose that can be used directly.
28
+ - Keep only one to three key identifying features to ensure the silhouette remains clear after scaling down.
29
+ - Require the subject to be centered, fully visible, surrounded by whitespace, and not cropped at the edges.
30
+ - Use `pure white background, no ground, no cast shadow, clean edges` to support subsequent smart cutout or white-color removal.
31
+ - End with `no text, no watermark, no logo, no UI, no extra objects`.
32
+
33
+ ## Prohibited Wording
34
+
35
+ - `background scene`, `parallax layer`, `tileset`.
36
+ - `character sheet`, `multiple views`, `sprite sheet`, `animation frames`, `turnaround sheet`.
37
+ - Multiple elements, multiple poses, multiple directions, or multiple skins appearing in one image at the same time.
38
+ - Scene narrative, ground, sky, environmental lighting effects, or other content that would interfere with independent cutout.
@@ -0,0 +1,35 @@
1
+ ---
2
+ name: game-asset-mesh-generator
3
+ description: Generate and postprocess Three.js GLB assets through evomemeMCP (evomeme_text_to_mesh, evomeme_image_to_mesh, and related tools). Use for text/image-to-3D, texturing, segmentation, conversion, rigging, animation, or TOS-hosted model URLs.
4
+ ---
5
+
6
+ # game-asset-mesh-generator
7
+
8
+ Generate and process 3D assets through the local **evomemeMCP** tools. Local tasks manage execution and downloads; the remote plugin server handles model services and credentials. Use the MCP tools for generation and remote processing.
9
+
10
+ ## Choose the relevant reference
11
+
12
+ Read [tool-reference.md](references/tool-reference.md) for tool selection, common task options, returned files/IDs and recovery. Then read only the reference needed for the operation:
13
+
14
+ - Text, single-image or multiview generation: [generation-contracts.md](references/generation-contracts.md).
15
+ - Texture, stylize, segment, complete, decimate, convert, rig or retarget: the selected section of [postprocess-contracts.md](references/postprocess-contracts.md).
16
+ - Animation selection: [animation-presets.md](references/animation-presets.md).
17
+ - Concept-image preparation: [image-generator-workflows.md](references/image-generator-workflows.md).
18
+
19
+ ## Workflow
20
+
21
+ 1. Use the request's asset role, style, scale, performance budget and animation needs. Clarify only details that affect the result and cannot be inferred.
22
+ 2. Choose the generation or processing tool from the tool reference. Upload local source files with `evomeme_upload_game_asset` when a remote input is needed; use its public URL. A disk path or `file://` URL is not a model-service input.
23
+ 3. Apply the selected operation's parameter constraints. Generation family selection and postprocess versions are documented separately; do not carry generation options into other operations.
24
+ 4. Retain the returned files, IDs and full result. Follow the readiness and recovery rules in the tool reference before chaining operations or importing assets.
25
+ 5. For game integration, use the downloaded `local_path` and follow [game-asset-align](../game-asset-align/SKILL.md): CLI import → review → Stage user confirmation → sync. See its [CLI contract](../game-asset-align/references/tool-contract.md) and [Three.js integration](references/threejs-integration.md). Convert incompatible formats before importing.
26
+
27
+ ## Character workflow
28
+
29
+ Generate a fused full-body character in a clear T-pose/A-pose, or the stance required by the chosen creature preset. Select the body plan in `rig_type`, rig the model, then retarget using the returned **rig task ID**. Read the animation presets before choosing clips. Inspect the skeleton and animation before deciding whether another paid rigging attempt is needed.
30
+
31
+ MCP callers use atomic generation → rig → retarget tools. Character composition is internal to `tasks`; there is no character-pipeline or rig-check MCP tool.
32
+
33
+ ## Completion evidence
34
+
35
+ Report the source, final local files and URLs, task IDs, actual format, generation/quality settings and any remaining issue. For imported assets, include available triangle counts, materials/textures, scale, pivot, bounds and animation clips. Claim completion only for stages whose results have been verified. If a tool fails, preserve its literal error and existing task identifiers.
@@ -0,0 +1,7 @@
1
+ interface:
2
+ display_name: "Game Asset Mesh Generator"
3
+ short_description: "Generate and postprocess 3D mesh assets (text/image-to-3D, texture, rig, animation)"
4
+ default_prompt: "Use $game-asset-mesh-generator to generate or postprocess the required GLB assets through the remote MCP."
5
+
6
+ policy:
7
+ allow_implicit_invocation: false
@@ -0,0 +1,313 @@
1
+ # Animation presets
2
+
3
+ Pass to `evomeme_retarget_mesh` via `animation` (one preset) or `animations` (preset array; legacy comma-separated string also accepted). Explicit strings/arrays pass through unchanged; only legacy comma strings and the omitted walk default are normalized using the rig-version hint. Match `rig_type` to the preset family.
4
+
5
+ | `rig_type` | Rig model | Catalog |
6
+ | --- | --- | --- |
7
+ | `biped` | `v2.5-20260210` | `preset:idle`, `preset:walk`, `preset:run`, `preset:dive`, `preset:climb`, `preset:jump`, `preset:slash`, `preset:shoot`, `preset:hurt`, `preset:fall`, `preset:turn` |
8
+ | `biped` | `v1.0-20240301` | Large `preset:biped:*` library below |
9
+ | `quadruped` / `hexapod` / `octopod` / `serpentine` / `aquatic` / `avian` | `v2.5-20260210` | One locomotion each (except avian) |
10
+
11
+ The official retarget contract does not specify a maximum batch size or guaranteed clip names/order. Preserve the complete result and inspect the downloaded animation clips; do not automatically split into extra paid calls based on an assumed five-preset limit.
12
+
13
+ Generate creatures in the **stance the preset expects** (e.g. quadruped with all fours planted). Extra creature motion beyond the single locomotion preset should be procedural, a second rig, or external clips.
14
+
15
+ ---
16
+
17
+ ## Quick map
18
+
19
+ | `rig_type` | Preset(s) |
20
+ | --- | --- |
21
+ | `biped` | For v1 use `preset:biped:*` below; v2.5 uses its separate catalog above. Only legacy comma-string/default mode maps plain names. |
22
+ | `quadruped` | `preset:quadruped:walk` |
23
+ | `hexapod` | `preset:hexapod:walk` |
24
+ | `octopod` | `preset:octopod:walk` |
25
+ | `serpentine` | `preset:serpentine:march` |
26
+ | `aquatic` | `preset:aquatic:march` |
27
+ | `avian` | (none catalogued — procedural / external) |
28
+
29
+ ---
30
+
31
+ ## Creature locomotion
32
+
33
+ ### Quadruped (`rig_type=quadruped`)
34
+
35
+ ```text
36
+ preset:quadruped:walk
37
+ ```
38
+
39
+ ### Hexapod (`rig_type=hexapod`)
40
+
41
+ ```text
42
+ preset:hexapod:walk
43
+ ```
44
+
45
+ ### Octopod (`rig_type=octopod`)
46
+
47
+ ```text
48
+ preset:octopod:walk
49
+ ```
50
+
51
+ ### Serpentine (`rig_type=serpentine`)
52
+
53
+ ```text
54
+ preset:serpentine:march
55
+ ```
56
+
57
+ ### Aquatic (`rig_type=aquatic`)
58
+
59
+ ```text
60
+ preset:aquatic:march
61
+ ```
62
+
63
+ ### Avian (`rig_type=avian`)
64
+
65
+ No dedicated Tripo locomotion preset in this catalog. Prefer procedural wing/idle motion, a ground `rig_type` for walk when applicable, or external clips.
66
+
67
+ ---
68
+
69
+ ## Biped (`rig_type=biped`, `preset:biped:*`)
70
+
71
+ Prefer the full `preset:biped:...` form. In legacy comma-string mode, plain `preset:idle` is mapped server-side to `preset:biped:idle` (and similar).
72
+
73
+ ### Locomotion / core gameplay (most common)
74
+
75
+ ```text
76
+ preset:biped:idle
77
+ preset:biped:walk
78
+ preset:biped:run
79
+ preset:biped:jump
80
+ preset:biped:jump_down
81
+ preset:biped:turn
82
+ preset:biped:climb
83
+ preset:biped:fall
84
+ preset:biped:flee_01
85
+ preset:biped:flee_02
86
+ preset:biped:swim
87
+ preset:biped:run_upstairs
88
+ preset:biped:wait
89
+ preset:biped:standing_relax
90
+ preset:biped:swagger
91
+ ```
92
+
93
+ ### Combat / action
94
+
95
+ ```text
96
+ preset:biped:slash
97
+ preset:biped:shoot
98
+ preset:biped:cast_a_spell
99
+ preset:biped:fire
100
+ preset:biped:chop
101
+ preset:biped:front_kick_01
102
+ preset:biped:front_kick_02
103
+ preset:biped:box_01
104
+ preset:biped:box_02
105
+ preset:biped:box_03
106
+ preset:biped:hit_to_body_01
107
+ preset:biped:hit_to_body_02
108
+ preset:biped:hit_to_head
109
+ preset:biped:hit_to_side
110
+ preset:biped:hit_to_stomach
111
+ preset:biped:hurt
112
+ preset:biped:dive
113
+ preset:biped:flip
114
+ ```
115
+
116
+ ### Social / emote
117
+
118
+ ```text
119
+ preset:biped:agree
120
+ preset:biped:bow
121
+ preset:biped:cheer
122
+ preset:biped:clap
123
+ preset:biped:greet_01
124
+ preset:biped:greet_02
125
+ preset:biped:greet_03
126
+ preset:biped:greet_04
127
+ preset:biped:wave_goodbye_01
128
+ preset:biped:wave_goodbye_02
129
+ preset:biped:hug
130
+ preset:biped:fold_arms
131
+ preset:biped:look_around
132
+ preset:biped:scratch
133
+ preset:biped:heart_pose
134
+ ```
135
+
136
+ ### Emotion
137
+
138
+ ```text
139
+ preset:biped:afraid
140
+ preset:biped:angry_01
141
+ preset:biped:angry_02
142
+ preset:biped:angry_03
143
+ preset:biped:cry
144
+ preset:biped:sob
145
+ preset:biped:depressed
146
+ preset:biped:frightened
147
+ preset:biped:frustrated_01
148
+ preset:biped:frustrated_02
149
+ preset:biped:scared_01
150
+ preset:biped:scared_02
151
+ preset:biped:laugh_01
152
+ preset:biped:laugh_02
153
+ preset:biped:complain_01
154
+ preset:biped:complain_02
155
+ preset:biped:defeat_02
156
+ preset:biped:defeat_03
157
+ preset:biped:victory_celebration
158
+ preset:biped:freaky
159
+ ```
160
+
161
+ ### Dance / performance
162
+
163
+ ```text
164
+ preset:biped:dance_01
165
+ preset:biped:dance_02
166
+ preset:biped:dance_03
167
+ preset:biped:dance_04
168
+ preset:biped:dance_05
169
+ preset:biped:dance_06
170
+ preset:biped:sing_01
171
+ preset:biped:sing_02
172
+ preset:biped:sing_03
173
+ preset:biped:sing_04
174
+ ```
175
+
176
+ ### Sports / activity
177
+
178
+ ```text
179
+ preset:biped:basketball_shot
180
+ preset:biped:crossover_dribble
181
+ preset:biped:dribble
182
+ preset:biped:football_catch
183
+ preset:biped:football_save
184
+ preset:biped:football_pass
185
+ preset:biped:golf
186
+ preset:biped:pitch_baseball
187
+ preset:biped:volleyball
188
+ preset:biped:surf
189
+ preset:biped:jump_rope_01
190
+ preset:biped:jump_rope_02
191
+ preset:biped:cross_body_crunch
192
+ preset:biped:press-up
193
+ preset:biped:warm_up
194
+ preset:biped:lift_heavy
195
+ ```
196
+
197
+ ### Work / props / misc
198
+
199
+ ```text
200
+ preset:biped:dig
201
+ preset:biped:shovel
202
+ preset:biped:sit
203
+ preset:biped:make_a_call_01
204
+ preset:biped:make_a_call_02
205
+ preset:biped:play_mobile_game
206
+ preset:biped:play_video_game
207
+ ```
208
+
209
+ ### Biped full flat list (copy-paste)
210
+
211
+ ```text
212
+ preset:biped:afraid
213
+ preset:biped:agree
214
+ preset:biped:angry_01
215
+ preset:biped:angry_02
216
+ preset:biped:angry_03
217
+ preset:biped:basketball_shot
218
+ preset:biped:bow
219
+ preset:biped:box_01
220
+ preset:biped:box_02
221
+ preset:biped:box_03
222
+ preset:biped:cast_a_spell
223
+ preset:biped:cheer
224
+ preset:biped:chop
225
+ preset:biped:clap
226
+ preset:biped:climb
227
+ preset:biped:complain_01
228
+ preset:biped:complain_02
229
+ preset:biped:cross_body_crunch
230
+ preset:biped:crossover_dribble
231
+ preset:biped:cry
232
+ preset:biped:dance_01
233
+ preset:biped:dance_02
234
+ preset:biped:dance_03
235
+ preset:biped:dance_04
236
+ preset:biped:dance_05
237
+ preset:biped:dance_06
238
+ preset:biped:defeat_02
239
+ preset:biped:defeat_03
240
+ preset:biped:depressed
241
+ preset:biped:dig
242
+ preset:biped:dive
243
+ preset:biped:dribble
244
+ preset:biped:fall
245
+ preset:biped:fire
246
+ preset:biped:flee_01
247
+ preset:biped:flee_02
248
+ preset:biped:flip
249
+ preset:biped:fold_arms
250
+ preset:biped:football_catch
251
+ preset:biped:football_save
252
+ preset:biped:football_pass
253
+ preset:biped:freaky
254
+ preset:biped:frightened
255
+ preset:biped:front_kick_01
256
+ preset:biped:front_kick_02
257
+ preset:biped:frustrated_01
258
+ preset:biped:frustrated_02
259
+ preset:biped:golf
260
+ preset:biped:greet_01
261
+ preset:biped:greet_02
262
+ preset:biped:greet_03
263
+ preset:biped:greet_04
264
+ preset:biped:heart_pose
265
+ preset:biped:hit_to_body_01
266
+ preset:biped:hit_to_body_02
267
+ preset:biped:hit_to_head
268
+ preset:biped:hit_to_side
269
+ preset:biped:hit_to_stomach
270
+ preset:biped:hug
271
+ preset:biped:hurt
272
+ preset:biped:idle
273
+ preset:biped:jump_down
274
+ preset:biped:jump
275
+ preset:biped:jump_rope_01
276
+ preset:biped:jump_rope_02
277
+ preset:biped:laugh_01
278
+ preset:biped:laugh_02
279
+ preset:biped:lift_heavy
280
+ preset:biped:look_around
281
+ preset:biped:make_a_call_01
282
+ preset:biped:make_a_call_02
283
+ preset:biped:pitch_baseball
284
+ preset:biped:play_mobile_game
285
+ preset:biped:play_video_game
286
+ preset:biped:press-up
287
+ preset:biped:run_upstairs
288
+ preset:biped:run
289
+ preset:biped:scared_01
290
+ preset:biped:scared_02
291
+ preset:biped:scratch
292
+ preset:biped:shoot
293
+ preset:biped:shovel
294
+ preset:biped:sing_01
295
+ preset:biped:sing_02
296
+ preset:biped:sing_03
297
+ preset:biped:sing_04
298
+ preset:biped:sit
299
+ preset:biped:slash
300
+ preset:biped:sob
301
+ preset:biped:standing_relax
302
+ preset:biped:surf
303
+ preset:biped:swagger
304
+ preset:biped:swim
305
+ preset:biped:turn
306
+ preset:biped:victory_celebration
307
+ preset:biped:volleyball
308
+ preset:biped:wait
309
+ preset:biped:walk
310
+ preset:biped:warm_up
311
+ preset:biped:wave_goodbye_01
312
+ preset:biped:wave_goodbye_02
313
+ ```