summer-engine 1.5.0 → 2.2.0
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.
- package/{marketplace.json → .claude-plugin/marketplace.json} +3 -3
- package/.claude-plugin/plugin.json +52 -11
- package/.codex-plugin/plugin.json +69 -8
- package/.cursor-plugin/plugin.json +53 -12
- package/.factory-plugin/plugin.json +20 -0
- package/.opencode/INSTALL.md +75 -0
- package/.opencode/plugins/summer.js +9 -6
- package/AGENTS.md +51 -0
- package/CHANGELOG.md +31 -1
- package/CLAUDE.md +5 -0
- package/GEMINI.md +56 -0
- package/README.md +409 -80
- package/_persona/summer/SKILL.md +113 -0
- package/dist/bin/summer.js +0 -0
- package/dist/commands/assets.d.ts +2 -0
- package/dist/commands/assets.js +189 -0
- package/dist/commands/create.js +55 -17
- package/dist/commands/debug.d.ts +2 -0
- package/dist/commands/debug.js +127 -0
- package/dist/commands/install.js +2 -2
- package/dist/commands/list.js +24 -5
- package/dist/commands/project.d.ts +2 -0
- package/dist/commands/project.js +170 -0
- package/dist/commands/scene.d.ts +2 -0
- package/dist/commands/scene.js +290 -0
- package/dist/lib/banner.js +2 -2
- package/dist/lib/log-filters.d.ts +53 -0
- package/dist/lib/log-filters.js +130 -0
- package/dist/lib/plugin-manifests.test.d.ts +1 -0
- package/dist/lib/plugin-manifests.test.js +134 -0
- package/dist/lib/remote-templates.d.ts +25 -0
- package/dist/lib/remote-templates.js +86 -0
- package/dist/lib/skills-registry.d.ts +283 -3
- package/dist/lib/skills-registry.js +522 -2
- package/dist/lib/telemetry.d.ts +13 -0
- package/dist/lib/telemetry.js +63 -0
- package/dist/lib/with-engine.d.ts +14 -0
- package/dist/lib/with-engine.js +109 -0
- package/dist/mcp/tools/asset-tools.js +12 -13
- package/dist/mcp/tools/debug-tools.js +32 -9
- package/dist/mcp/tools/generate-tools.js +101 -0
- package/dist/mcp/tools/with-engine.js +4 -0
- package/gemini-extension.json +2 -2
- package/hooks/pre-commit-doctor.sh +0 -0
- package/hooks/run-hook.cmd +0 -0
- package/hooks/session-start.sh +0 -0
- package/package.json +11 -5
- package/skills/2d-assets/character-portrait/SKILL.md +196 -0
- package/skills/2d-assets/concept-art/SKILL.md +152 -0
- package/skills/2d-assets/pixel-art/SKILL.md +180 -0
- package/skills/2d-assets/skybox-panorama/SKILL.md +207 -0
- package/skills/2d-assets/sprite-sheet/SKILL.md +239 -0
- package/skills/2d-assets/tileable-texture/SKILL.md +205 -0
- package/skills/2d-assets/ui-graphics/SKILL.md +210 -0
- package/skills/3d-assets/character-model/SKILL.md +225 -0
- package/skills/3d-assets/environment-kit/SKILL.md +164 -0
- package/skills/3d-assets/organic-model/SKILL.md +192 -0
- package/skills/3d-assets/prop-model/SKILL.md +133 -0
- package/skills/3d-assets/vehicle-model/SKILL.md +202 -0
- package/skills/README.md +1 -1
- package/skills/_meta/skill-create/SKILL.md +1 -1
- package/skills/_meta/skill-improve/SKILL.md +1 -1
- package/skills/_meta/skill-test/SKILL.md +1 -1
- package/skills/_meta/using-summer/SKILL.md +130 -0
- package/skills/ai-and-npcs/design-npc/SKILL.md +3 -1
- package/skills/animation/animation-tree/SKILL.md +260 -0
- package/skills/animation/facial-and-lipsync/SKILL.md +282 -0
- package/skills/animation/generate-motion/SKILL.md +129 -0
- package/skills/animation/procedural-animation/SKILL.md +234 -0
- package/skills/animation/retarget/SKILL.md +172 -0
- package/skills/asset-pipeline/asset-strategy/SKILL.md +102 -212
- package/skills/audio/adaptive-music/SKILL.md +326 -0
- package/skills/audio/ambient-bed/SKILL.md +278 -0
- package/skills/audio/music-track/SKILL.md +268 -0
- package/skills/audio/sound-effect/SKILL.md +237 -0
- package/skills/audio/voice-line/SKILL.md +253 -0
- package/skills/catalog.yaml +266 -5
- package/skills/character-controllers/fps-controller/SKILL.md +1 -1
- package/skills/debugging/debug/SKILL.md +102 -82
- package/skills/rendering-and-lighting/3d-lighting/SKILL.md +1 -1
- package/skills/scene-and-project/browse-templates/SKILL.md +105 -0
- package/skills/scene-and-project/make-game/SKILL.md +159 -346
- package/skills/scene-and-project/new-project/SKILL.md +106 -0
- package/skills/scene-and-project/scene-composition/SKILL.md +1 -1
- package/skills/scripting-patterns/gdscript-patterns/SKILL.md +1 -1
- package/skills/ui-and-ux/ui-basics/SKILL.md +1 -1
- package/skills/video/animated-loop/SKILL.md +200 -0
- package/skills/video/cinematic-cutscene/SKILL.md +204 -0
- package/skills/video/trailer-shot/SKILL.md +203 -0
- package/skills/visual-effects/_building-blocks/additive-billboard-particles.md +28 -0
- package/skills/visual-effects/_building-blocks/noise-3d-fbm.gdshaderinc +45 -0
- package/skills/visual-effects/_building-blocks/trauma-shake-snippet.md +51 -0
- package/skills/visual-effects/{vfx → game-feel}/SKILL.md +1 -1
- package/skills/visual-effects/recipes/dissolve/SKILL.md +349 -0
- package/skills/visual-effects/recipes/fire/SKILL.md +387 -0
- package/skills/visual-effects/recipes/hit-spark/SKILL.md +330 -0
- package/skills/visual-effects/recipes/lightning/SKILL.md +372 -0
- package/skills/visual-effects/recipes/magic-glow/SKILL.md +377 -0
- package/skills/visual-effects/recipes/muzzle-flash/SKILL.md +326 -0
- package/skills/visual-effects/recipes/smoke/SKILL.md +381 -0
- package/skills/visual-effects/recipes/water-ripple/SKILL.md +340 -0
|
@@ -0,0 +1,225 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: character-model
|
|
3
|
+
description: Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a character", "generate the player", "I need an enemy model", "create an NPC", "rigged humanoid", "character with a skeleton", "model for animation".
|
|
4
|
+
license: MIT
|
|
5
|
+
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
|
+
category: 3d-assets
|
|
7
|
+
user-invocable: true
|
|
8
|
+
allowed-tools: Read Grep summer_search_assets summer_generate_image summer_generate_3d summer_import_from_url summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_inspect_resource summer_get_scene_tree summer_save_scene summer_check_job summer_generate_motion
|
|
9
|
+
paths: ["assets/characters/**", "assets/models/**", "**/*.tscn", "**/*.gd"]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
# Character Model — T-Pose to Rigged Humanoid, Gated
|
|
13
|
+
|
|
14
|
+
This is the **canonical Meshy auto-rig pipeline**. It produces a humanoid `.glb` with a Meshy-compatible skeleton that `summer:animation/generate-motion` can drive directly. The work is split into two paid passes with a **mandatory user-review gate between them** — the rig pass is more expensive and locks the topology, so the user must see the un-rigged preview and approve before you spend on the rig.
|
|
15
|
+
|
|
16
|
+
The whole flow:
|
|
17
|
+
|
|
18
|
+
```
|
|
19
|
+
1. T-pose reference image → summer_generate_image (~$0.05, ~10s)
|
|
20
|
+
2. Un-rigged 3D mesh → summer_generate_3d(image-to-3d) (~$0.50, ~60s)
|
|
21
|
+
3. ── USER REVIEW GATE ──
|
|
22
|
+
4. Rigged .glb → summer_generate_3d(image-to-3d, rig: true) (~$1.00, ~90s)
|
|
23
|
+
5. Import → editor RESTART → wire as CharacterBody3D / Node3D
|
|
24
|
+
6. Hand off to summer:animation/generate-motion for clips
|
|
25
|
+
```
|
|
26
|
+
|
|
27
|
+
The animation skill (`summer:animation/generate-motion`) requires a rigged humanoid; a static `.glb` won't drive motion.
|
|
28
|
+
|
|
29
|
+
## When to use
|
|
30
|
+
|
|
31
|
+
- "Make a knight character for the player to control."
|
|
32
|
+
- "I need a goblin enemy."
|
|
33
|
+
- "Generate an old wizard NPC for the tavern."
|
|
34
|
+
- "Create a boss — a four-armed demon."
|
|
35
|
+
- The user is about to ask for animations and has nothing rigged yet.
|
|
36
|
+
|
|
37
|
+
## When NOT to use
|
|
38
|
+
|
|
39
|
+
- Static statue / mannequin display piece (no rig needed) → `summer:3d-assets/prop-model`.
|
|
40
|
+
- Vehicle with a "driver" silhouette but no skeleton needed → `summer:3d-assets/vehicle-model`.
|
|
41
|
+
- Quadruped (wolf, horse, dragon) → Meshy auto-rig is humanoid-only. Generate the mesh here for visuals, but skip the rig step — animation will need a hand-authored skeleton or a quadruped-specific provider (out of scope for this skill).
|
|
42
|
+
- The user already has a rigged character and just wants a re-skin — that's a retexture pass, not this skill.
|
|
43
|
+
- Facial blendshapes / lipsync rig → `summer:animation/facial-and-lipsync`.
|
|
44
|
+
|
|
45
|
+
## Polycount targets
|
|
46
|
+
|
|
47
|
+
| Role | Tris | Pass via |
|
|
48
|
+
|---|---|---|
|
|
49
|
+
| Hero character (player, close camera) | 8k–15k | `target_polycount: 12000` |
|
|
50
|
+
| Grunt enemy (mid-range, multiple onscreen) | 3k–6k | `target_polycount: 5000` |
|
|
51
|
+
| Crowd / background NPC (LOD-able) | 1k–2k | `target_polycount: 1500` |
|
|
52
|
+
| Mobile-game character | 1k–3k | `target_polycount: 2000` |
|
|
53
|
+
| Cinematic hero (no realtime constraint) | 20k–40k | `target_polycount: 30000` |
|
|
54
|
+
|
|
55
|
+
Pass at the **mesh-generation step** (step 2). The rig pass preserves the topology; you can't reduce polycount after rigging without breaking weights.
|
|
56
|
+
|
|
57
|
+
## Steps
|
|
58
|
+
|
|
59
|
+
### 1. Generate the T-pose reference image
|
|
60
|
+
|
|
61
|
+
The rig pass requires a **front-facing T-pose** with arms out and legs slightly apart. If the reference is in an action pose, the rig will bend wrong and locomotion clips will look broken (knees inverted, elbows snapped — common Meshy failure mode).
|
|
62
|
+
|
|
63
|
+
```
|
|
64
|
+
summer_generate_image(
|
|
65
|
+
prompt="A fantasy knight in full plate armor, red cape, T-pose, arms straight out horizontal, legs slightly apart, front-facing, neutral expression. Game character asset, stylized, clean white background, soft studio lighting, full body in frame, ready for 3D mesh generation.",
|
|
66
|
+
model="nano-banana-2"
|
|
67
|
+
)
|
|
68
|
+
```
|
|
69
|
+
|
|
70
|
+
The phrase `T-pose, arms straight out horizontal, legs slightly apart, front-facing` is load-bearing — drop any of those and the model will drift toward A-pose or a hero stance.
|
|
71
|
+
|
|
72
|
+
If the user already has a concept image in an action pose, re-pose it to T-pose via img2img without re-rolling the design:
|
|
73
|
+
|
|
74
|
+
```
|
|
75
|
+
summer_generate_image({
|
|
76
|
+
referenceImageUrl: "<existing concept image>",
|
|
77
|
+
prompt: "<character> in T-pose, arms extended horizontally, neutral facing camera, white background, clean lighting"
|
|
78
|
+
})
|
|
79
|
+
```
|
|
80
|
+
|
|
81
|
+
Show the image to the user:
|
|
82
|
+
|
|
83
|
+
> Generated the T-pose reference. [link]. Approve to proceed to mesh generation, or regenerate?
|
|
84
|
+
|
|
85
|
+
### 2. Generate the un-rigged 3D mesh
|
|
86
|
+
|
|
87
|
+
```
|
|
88
|
+
summer_generate_3d(
|
|
89
|
+
kind="image-to-3d",
|
|
90
|
+
imageUrl="<image url from step 1>",
|
|
91
|
+
model="hunyuan",
|
|
92
|
+
options={ target_polycount: 12000 },
|
|
93
|
+
wait=true
|
|
94
|
+
)
|
|
95
|
+
```
|
|
96
|
+
|
|
97
|
+
Returns `{ asset: { fileUrl } }` — an un-rigged static `.glb`. Import it for preview only:
|
|
98
|
+
|
|
99
|
+
```
|
|
100
|
+
summer_import_from_url(url="<fileUrl>", path="res://assets/characters/knight_unrigged.glb")
|
|
101
|
+
```
|
|
102
|
+
|
|
103
|
+
### 3. ⛔ USER REVIEW GATE — DO NOT SKIP
|
|
104
|
+
|
|
105
|
+
Before paying for the rig pass, surface the un-rigged mesh:
|
|
106
|
+
|
|
107
|
+
> Un-rigged knight mesh ready: `res://assets/characters/knight_unrigged.glb` (~12k tris, [preview link]).
|
|
108
|
+
>
|
|
109
|
+
> Next step is the **rig pass** (~$1.00, ~90s, Meshy auto-rig). It locks the topology and adds a skeleton compatible with `summer:animation/generate-motion`. Once you approve I'll run it.
|
|
110
|
+
>
|
|
111
|
+
> **Approve the mesh and proceed to rig?** Or regenerate the mesh first (different prompt, different polycount, different model)?
|
|
112
|
+
|
|
113
|
+
If the user wants changes, loop back to step 1 or 2. Do NOT silently run the rig pass — it doubles the cost and locks the design.
|
|
114
|
+
|
|
115
|
+
### 4. Run the rig pass
|
|
116
|
+
|
|
117
|
+
```
|
|
118
|
+
summer_generate_3d({
|
|
119
|
+
kind: "image-to-3d",
|
|
120
|
+
imageUrl: "<image url from step 1>",
|
|
121
|
+
options: { rig: true, polyTarget: 12000 } // polyTarget is best-effort; backend may use options.target_polycount
|
|
122
|
+
})
|
|
123
|
+
```
|
|
124
|
+
|
|
125
|
+
Returns a job whose result includes `{ asset: { fileUrl }, rigAssetId }`. If you ran with `wait: false`, poll via `summer_check_job(jobId)`. The `rigAssetId` is the handle `summer:animation/generate-motion` needs — store it.
|
|
126
|
+
|
|
127
|
+
Import the rigged version, replacing the un-rigged file:
|
|
128
|
+
|
|
129
|
+
```
|
|
130
|
+
summer_import_from_url(url="<rigged fileUrl>", path="res://assets/characters/knight.glb")
|
|
131
|
+
```
|
|
132
|
+
|
|
133
|
+
### 5. ⚠️ Restart the editor
|
|
134
|
+
|
|
135
|
+
**Known Godot 4.5 gotcha:** after importing a rigged `.glb`, the `Skeleton3D` node appears stale in the scene dock — bones are missing, `skeleton.get_bone_count()` returns 0, and `AnimationPlayer` libraries fail to bind. The fix:
|
|
136
|
+
|
|
137
|
+
> The rigged mesh is imported. Please restart the Summer Engine editor (close and reopen) so the Skeleton3D rebuilds correctly. Without the restart, animations will fail to bind.
|
|
138
|
+
|
|
139
|
+
There is no programmatic workaround as of Godot 4.5.x. Tell the user, wait, then continue.
|
|
140
|
+
|
|
141
|
+
### 6. Wire as CharacterBody3D or Node3D — pick the right parent
|
|
142
|
+
|
|
143
|
+
| Use case | Parent type | Why |
|
|
144
|
+
|---|---|---|
|
|
145
|
+
| Player or enemy that moves with code, collides with walls, jumps | `CharacterBody3D` | `move_and_slide()` API, kinematic physics, slope handling |
|
|
146
|
+
| Cinematic NPC (talks, idles, never moves under physics) | `Node3D` | No physics overhead; cheaper for crowds |
|
|
147
|
+
| Pure-visual character (background extra, dialogue head) | `Node3D` | Same as above |
|
|
148
|
+
| Ragdoll-on-death enemy | `CharacterBody3D` while alive, swap to `RigidBody3D` skeleton on death | Two-mode rig; see `summer:animation/procedural-animation` |
|
|
149
|
+
|
|
150
|
+
**CharacterBody3D wiring (player / enemy):**
|
|
151
|
+
|
|
152
|
+
```
|
|
153
|
+
summer_add_node(parent="./World", type="CharacterBody3D", name="Knight")
|
|
154
|
+
summer_set_prop(path="./World/Knight", property="position", value="Vector3(0, 0, 0)")
|
|
155
|
+
summer_add_node(parent="./World/Knight", type="Node3D", name="Mesh")
|
|
156
|
+
# Instantiate the imported scene as a child of the Mesh node
|
|
157
|
+
summer_set_prop(path="./World/Knight/Mesh", property="scene", value="res://assets/characters/knight.glb")
|
|
158
|
+
summer_add_node(parent="./World/Knight", type="CollisionShape3D", name="Collider")
|
|
159
|
+
# Add a CapsuleShape3D resource (height ~1.7m, radius ~0.4m) to the collider
|
|
160
|
+
summer_save_scene
|
|
161
|
+
```
|
|
162
|
+
|
|
163
|
+
**Node3D wiring (cinematic NPC):**
|
|
164
|
+
|
|
165
|
+
```
|
|
166
|
+
summer_add_node(parent="./World/Tavern", type="Node3D", name="OldWizard")
|
|
167
|
+
summer_set_prop(path="./World/Tavern/OldWizard", property="scene", value="res://assets/characters/wizard.glb")
|
|
168
|
+
summer_save_scene
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
The imported `.glb` includes its own `Skeleton3D` and `AnimationPlayer` (empty library). The animation skill writes into that AnimationPlayer.
|
|
172
|
+
|
|
173
|
+
### 7. Hand off to animation
|
|
174
|
+
|
|
175
|
+
> Knight is wired at `./World/Knight` with a Meshy-rigged skeleton. `rigAssetId` saved.
|
|
176
|
+
>
|
|
177
|
+
> Next: `summer:animation/generate-motion` to add idle / walk / run / attack clips. Example call: `summer_generate_motion(rigAssetId: "<saved id>", backend: "meshy-library", motionName: "walk")`. The animation skill uses Meshy's curated mocap library (~70 standard motions). Custom prompt-driven motion is on the roadmap; for one-off signature moves not on the curated list, fall back to hand-authoring in the Godot editor or importing from Mixamo.
|
|
178
|
+
|
|
179
|
+
## Anti-patterns
|
|
180
|
+
|
|
181
|
+
- **Skipping the user-review gate.** Doubles cost, locks the design, and removes the user's chance to course-correct cheaply.
|
|
182
|
+
- **Generating the mesh from a non-T-pose image.** Locomotion will look broken (inverted knees, snapped elbows). Always re-pose first.
|
|
183
|
+
- **Forgetting the editor restart.** Animations will appear to bind successfully but play to a stale skeleton — the character T-poses motionless. The fix is always restart, never code.
|
|
184
|
+
- **Wrapping a cinematic NPC in CharacterBody3D.** Wastes physics ticks; use Node3D.
|
|
185
|
+
- **Wrapping the player in Node3D.** No `move_and_slide()`, no collision — the player walks through walls.
|
|
186
|
+
- **Picking the rig pass before approving the silhouette.** The mesh defines what the character looks like; once the rig is on, you can't cheaply iterate the design.
|
|
187
|
+
- **Using `meshy` model for the mesh step.** Legacy. `hunyuan` is the default and produces cleaner topology that Meshy's auto-rig handles better.
|
|
188
|
+
|
|
189
|
+
## Edge cases
|
|
190
|
+
|
|
191
|
+
- **Multiple characters share a silhouette.** Generate the rig once, then re-skin via texture swap (cheaper than re-rigging). See `summer:3d-assets/character-model` retexture flow (TBD) — for now, route to `summer:asset-pipeline/asset-strategy`.
|
|
192
|
+
- **Character has wings, tail, extra limbs.** Meshy's humanoid rig only weights the standard skeleton — extras sag. Either prompt them as static (e.g. cape held by physics in-engine) or hand-rig in Blender post-export.
|
|
193
|
+
- **Child / dwarf / giant.** Generate at correct proportions in the T-pose; the rig retargets cleanly. Locomotion clips from `summer:animation/generate-motion` will retarget but stride length needs `playback_speed` tuning on the AnimationPlayer.
|
|
194
|
+
- **First-person hands-only character.** Generate just hands + forearms in T-pose; rig pass still works. See `summer:character-controllers/fps-controller` for first-person wiring.
|
|
195
|
+
- **Stylized non-human (goblin, orc, halfling).** Works fine as long as the silhouette is bipedal with two arms, two legs, one head. Quadrupeds and centaurs do not.
|
|
196
|
+
|
|
197
|
+
## Fallback (no MCP)
|
|
198
|
+
|
|
199
|
+
1. Generate the T-pose reference at the Summer dashboard (or any image gen — Midjourney, nano-banana web, DALL-E).
|
|
200
|
+
2. Upload to Meshy at meshy.ai → Image to 3D → enable rigging.
|
|
201
|
+
3. Download the `.glb`.
|
|
202
|
+
4. Drop into `res://assets/characters/` — Godot's import dock picks it up.
|
|
203
|
+
5. Restart the editor.
|
|
204
|
+
6. Wire as CharacterBody3D / Node3D in the Godot editor manually.
|
|
205
|
+
|
|
206
|
+
The output is identical to the MCP path — same Meshy skeleton, same compatibility with `summer:animation/generate-motion` (which has its own dashboard fallback).
|
|
207
|
+
|
|
208
|
+
## Handoff
|
|
209
|
+
|
|
210
|
+
After the rigged character is wired:
|
|
211
|
+
|
|
212
|
+
> `Knight` is at `./World/Knight` with a Meshy-rigged skeleton. Next:
|
|
213
|
+
> - **Animations:** `summer:animation/generate-motion` for idle / walk / run / attack. Pass the `rigAssetId` returned in step 4.
|
|
214
|
+
> - **State machine:** after a few clips exist, `summer:animation/animation-tree` for idle → walk → run blends.
|
|
215
|
+
> - **Player input:** if this is the player, wire WASD + mouse via `summer:character-controllers/fps-controller` or a third-person controller skill.
|
|
216
|
+
> - **NPC behavior:** if it's an NPC, `summer:ai-and-npcs/design-npc` for behavior trees and dialogue hooks.
|
|
217
|
+
> - **Re-skin variants** (palette swap, armor swap): retexture pass — generate new albedo, assign via material override. Avoid re-rigging.
|
|
218
|
+
|
|
219
|
+
## See also
|
|
220
|
+
|
|
221
|
+
- `summer:animation/generate-motion` — the next-step animation skill that consumes the `rigAssetId` produced here.
|
|
222
|
+
- `summer:asset-pipeline/asset-strategy` — meta-router; this skill is the canonical drill-down of its "Image-to-3D for characters" path.
|
|
223
|
+
- `summer:3d-assets/prop-model` — for non-character props.
|
|
224
|
+
- `summer:scene-composition` — for the CharacterBody3D + Mesh + Collider parent pattern.
|
|
225
|
+
- `_shared/mcp-tools-reference.md` — full parameter schemas for `summer_generate_3d`, `summer_generate_image`, and `summer_generate_motion`.
|
|
@@ -0,0 +1,164 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: environment-kit
|
|
3
|
+
description: Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a kit for the temple".
|
|
4
|
+
license: MIT
|
|
5
|
+
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
|
+
category: 3d-assets
|
|
7
|
+
user-invocable: true
|
|
8
|
+
allowed-tools: Read Grep summer_search_assets summer_generate_3d summer_generate_image summer_import_from_url summer_add_node summer_set_prop summer_inspect_node summer_get_scene_tree summer_save_scene
|
|
9
|
+
paths: ["assets/kits/**", "assets/models/**", "**/*.tscn", "**/*.gd"]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
# Environment Kit — Style-Locked Modular Pieces
|
|
13
|
+
|
|
14
|
+
A kit is a *family* of meshes — wall, floor, door, pillar, corner, arch — that the level designer snaps together to build interiors and exteriors. The skill exists to solve **one specific failure mode**: generating each piece with a fresh prompt produces six pieces that look like they came from six different games. The fix is the **style anchor pattern** — generate one piece first, lock its prompt suffix, and reuse that exact suffix for every subsequent piece.
|
|
15
|
+
|
|
16
|
+
The backing tool is `summer_generate_3d`, called multiple times. Each call costs ~$0.50, so a 6-piece kit is ~$3 and ~5 minutes. Confirm scope before starting.
|
|
17
|
+
|
|
18
|
+
## When to use
|
|
19
|
+
|
|
20
|
+
- "Build me a dungeon kit — walls, floor, door, pillar."
|
|
21
|
+
- "I need modular wall pieces for a sci-fi corridor."
|
|
22
|
+
- "Make a tileset for a wooden tavern interior."
|
|
23
|
+
- "Generate the pieces for a stone temple — I'll assemble the level."
|
|
24
|
+
- The user wants to build a level out of repeating, snapping pieces.
|
|
25
|
+
|
|
26
|
+
## When NOT to use
|
|
27
|
+
|
|
28
|
+
- A single hero prop (single chest, single throne) → `summer:3d-assets/prop-model`.
|
|
29
|
+
- Open-world terrain (rolling hills, forests) → use a heightmap + scattered organic models from `summer:3d-assets/organic-model`.
|
|
30
|
+
- Repeating flat surfaces only (just walls and floors, no decorative pieces) → `summer:asset-pipeline/asset-strategy` Pipeline 2 (textures + CSG) is cheaper and snaps perfectly to grid.
|
|
31
|
+
- Characters or vehicles in the scene — those are separate skills.
|
|
32
|
+
|
|
33
|
+
## The style anchor pattern
|
|
34
|
+
|
|
35
|
+
This is the whole skill. Get this right and the kit looks unified. Get this wrong and you waste $3.
|
|
36
|
+
|
|
37
|
+
1. **Generate the anchor piece first.** Pick the most visually defining piece — usually the wall or the door. Iterate the prompt until the user approves it visually.
|
|
38
|
+
2. **Extract the style suffix.** Everything after the object description. Example anchor prompt:
|
|
39
|
+
```
|
|
40
|
+
A stone dungeon wall section, mossy granite blocks with iron reinforcements,
|
|
41
|
+
torch-bracket sconce, weathered surface. Game asset, centered, stylized
|
|
42
|
+
low-poly game art, warm torchlight palette, white background, isolated object.
|
|
43
|
+
```
|
|
44
|
+
The suffix to lock is everything from `Game asset, ...` onward, plus `mossy granite blocks with iron reinforcements, weathered surface, warm torchlight palette` — the material + palette tokens.
|
|
45
|
+
3. **Reuse the suffix verbatim** for every other piece. Only change the object description at the front.
|
|
46
|
+
|
|
47
|
+
| Anchor: wall | `A stone dungeon wall section, ...` + LOCKED SUFFIX |
|
|
48
|
+
| Floor tile | `A stone dungeon floor tile, square, ...` + SAME LOCKED SUFFIX |
|
|
49
|
+
| Pillar | `A stone dungeon pillar, square base, fluted shaft, ...` + SAME LOCKED SUFFIX |
|
|
50
|
+
| Door | `A stone dungeon doorway, arched, heavy wooden door with iron studs, ...` + SAME LOCKED SUFFIX |
|
|
51
|
+
| Corner block | `A stone dungeon corner wall section, two walls joined at right angle, ...` + SAME LOCKED SUFFIX |
|
|
52
|
+
| Arch | `A stone dungeon archway with keystone, ...` + SAME LOCKED SUFFIX |
|
|
53
|
+
|
|
54
|
+
If the user says "the door doesn't match the rest", the answer is almost always: the suffix drifted. Check the exact strings.
|
|
55
|
+
|
|
56
|
+
## Snap-grid alignment
|
|
57
|
+
|
|
58
|
+
Kit pieces only feel modular if they snap to a fixed grid. Pick the grid before generating and tell the user.
|
|
59
|
+
|
|
60
|
+
| Grid size | Use for | Notes |
|
|
61
|
+
|---|---|---|
|
|
62
|
+
| **1m** | Tight interiors (dungeons, ship corridors, cells) | Wall = 1×3×0.3m. Floor = 1×1m. Most common. |
|
|
63
|
+
| **2m** | Standard interiors (homes, taverns, offices) | Wall = 2×3×0.3m. Floor = 2×2m. Halves piece count. |
|
|
64
|
+
| **4m** | Exteriors and large halls (temples, warehouses, throne rooms) | Wall = 4×4×0.4m. Floor = 4×4m. Quarter the piece count for the same area. |
|
|
65
|
+
|
|
66
|
+
**Critical:** include the dimensions in the prompt. `summer_generate_3d` doesn't enforce them, but Hunyuan respects scale cues — `2 meter tall wall section` produces a mesh that imports near 2m tall. Then verify with `summer_inspect_resource` and scale-correct in the editor if needed.
|
|
67
|
+
|
|
68
|
+
## Steps
|
|
69
|
+
|
|
70
|
+
### 1. Confirm scope and pick the grid
|
|
71
|
+
|
|
72
|
+
> About to build a dungeon kit. Suggested pieces: wall, floor, pillar, door, corner, arch (6 pieces, ~$3, ~5 min). Snap grid: 2m (standard interior). OK?
|
|
73
|
+
|
|
74
|
+
### 2. Generate the anchor (wall)
|
|
75
|
+
|
|
76
|
+
Use the prop-style prompt with explicit dimensions:
|
|
77
|
+
|
|
78
|
+
```
|
|
79
|
+
summer_generate_3d(
|
|
80
|
+
prompt="A 2 meter wide by 3 meter tall stone dungeon wall section, mossy granite blocks with iron reinforcements, torch-bracket sconce, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.",
|
|
81
|
+
model="hunyuan",
|
|
82
|
+
options={ target_polycount: 1500 },
|
|
83
|
+
wait=true
|
|
84
|
+
)
|
|
85
|
+
summer_import_from_url(url="<fileUrl>", path="res://assets/kits/dungeon/wall.glb")
|
|
86
|
+
```
|
|
87
|
+
|
|
88
|
+
Show the result to the user. **Iterate the anchor until approved** — every other piece copies its style.
|
|
89
|
+
|
|
90
|
+
### 3. Lock the suffix and generate the remaining pieces
|
|
91
|
+
|
|
92
|
+
Once the user says "yes, that's the look", store the locked suffix and crank through the rest. Same model, same polycount, same `options`. Only the object description changes.
|
|
93
|
+
|
|
94
|
+
```
|
|
95
|
+
# Floor
|
|
96
|
+
summer_generate_3d(prompt="A 2 by 2 meter square stone dungeon floor tile, mossy granite blocks with iron reinforcements, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.", model="hunyuan", options={ target_polycount: 800 })
|
|
97
|
+
|
|
98
|
+
# Pillar
|
|
99
|
+
summer_generate_3d(prompt="A 3 meter tall stone dungeon pillar, square base, fluted shaft, mossy granite blocks with iron reinforcements, weathered surface. Game asset, ...", model="hunyuan", options={ target_polycount: 1500 })
|
|
100
|
+
|
|
101
|
+
# Door, Corner, Arch — same pattern.
|
|
102
|
+
```
|
|
103
|
+
|
|
104
|
+
Polycount targets per kit piece: walls/floors 800–1500 tris (placed dozens of times), decorative (pillar, arch) 1500–3000, doors 2000–3000.
|
|
105
|
+
|
|
106
|
+
### 4. Import and stage in a kit scene
|
|
107
|
+
|
|
108
|
+
Don't dump the kit into the level scene. Make a `kit_dungeon.tscn` that holds one of every piece, labelled, positioned next to each other on the snap grid. The level designer instantiates from there.
|
|
109
|
+
|
|
110
|
+
```
|
|
111
|
+
summer_add_node(parent="./KitRoot", type="Node3D", name="Wall")
|
|
112
|
+
summer_set_prop(path="./KitRoot/Wall", property="scene", value="res://assets/kits/dungeon/wall.glb")
|
|
113
|
+
summer_set_prop(path="./KitRoot/Wall", property="position", value="Vector3(0, 0, 0)")
|
|
114
|
+
# ...repeat for floor, pillar, door, corner, arch with positions Vector3(2,0,0), Vector3(4,0,0), ...
|
|
115
|
+
summer_save_scene
|
|
116
|
+
```
|
|
117
|
+
|
|
118
|
+
### 5. Verify scale and pivots
|
|
119
|
+
|
|
120
|
+
```
|
|
121
|
+
summer_inspect_resource(path="res://assets/kits/dungeon/wall.glb")
|
|
122
|
+
```
|
|
123
|
+
|
|
124
|
+
Check the AABB. If the wall is 1.85m tall when you asked for 3m, scale it in the editor (or re-import with `Scale` in the import dock). Pivots should sit at the *bottom-back* corner for walls and *bottom-center* for floors — that makes snapping to a 2m grid trivial. If pivots are wrong, use Godot's "Center to Origin" import option.
|
|
125
|
+
|
|
126
|
+
## Anti-patterns
|
|
127
|
+
|
|
128
|
+
- **Drifting style suffix.** Each piece gets a slightly different suffix → the kit looks mismatched. Copy-paste the exact string.
|
|
129
|
+
- **Different polycount per piece.** A 5k-tri pillar next to a 500-tri wall reads as "the pillar is a hero piece" — wrong; they should feel like equal kit citizens. Match polycount within ~2× across the kit.
|
|
130
|
+
- **Skipping the anchor approval.** If you generate all six pieces in a batch, you bake in whatever the first call's interpretation of the style was — and the user may hate it after $3 of generation.
|
|
131
|
+
- **Generating walls / floors as individual meshes when you only need a tileable texture.** A flat wall section is cheaper as a textured `CSGBox3D`. Reserve the kit for pieces that need actual geometric detail (sconces, mouldings, doorways, arches).
|
|
132
|
+
- **No scale cue in the prompt.** Wall comes back 0.4m tall. Always include `2 meter wide by 3 meter tall` (or your chosen grid).
|
|
133
|
+
- **Forgetting the snap grid.** A 1.87m-tall wall with no scale fix → level looks crooked when tiled.
|
|
134
|
+
|
|
135
|
+
## Edge cases
|
|
136
|
+
|
|
137
|
+
- **Curved or organic kit (cave, alien hive).** Modular geometry resists snapping. Generate longer pieces (4m walls, transition tiles) and accept some overlap. Or switch to procedural — `summer:level-design` can scatter cave pieces with rotation jitter.
|
|
138
|
+
- **Outdoor kit (cliffs, ruins, forest path).** Use the kit pattern but accept rotation/jitter at placement time. Mesh edges should fade naturally rather than snap cleanly. Pair with `summer:3d-assets/organic-model` for foliage scatter.
|
|
139
|
+
- **Sci-fi kit (corridors, doors, terminals).** The style suffix becomes critical — `clean panels, soft cyan emissive trim, brushed metal, white background, isolated object`. Hard surfaces drift more than organic ones; review every piece.
|
|
140
|
+
- **The user wants to add a piece later.** The locked suffix lives in the kit's notes (drop it in `assets/kits/dungeon/STYLE.md` if the user wants persistence). Reuse it verbatim for any addition — never re-derive.
|
|
141
|
+
|
|
142
|
+
## Fallback (no MCP)
|
|
143
|
+
|
|
144
|
+
1. Run each prompt at the Summer dashboard (or Hunyuan / Trellis web UIs), keeping the locked suffix.
|
|
145
|
+
2. Download each `.glb`.
|
|
146
|
+
3. Drop into `res://assets/kits/<kit-name>/`.
|
|
147
|
+
4. Build the kit-display scene manually in Godot — one of each piece, snapped to grid.
|
|
148
|
+
5. Hand to the level designer.
|
|
149
|
+
|
|
150
|
+
## Handoff
|
|
151
|
+
|
|
152
|
+
After the kit is staged:
|
|
153
|
+
|
|
154
|
+
> Dungeon kit ready: `res://assets/kits/dungeon/` with wall, floor, pillar, door, corner, arch on a 2m snap grid. Display scene at `res://assets/kits/dungeon/kit_dungeon.tscn`.
|
|
155
|
+
>
|
|
156
|
+
> Next: hand off to the level-design step — instantiate kit pieces into `level_01.tscn`, snap to the 2m grid, dress with props (`summer:3d-assets/prop-model`) and foliage (`summer:3d-assets/organic-model`). For lighting, see `summer:3d-lighting`.
|
|
157
|
+
|
|
158
|
+
## See also
|
|
159
|
+
|
|
160
|
+
- `summer:3d-assets/prop-model` — for the chests, statues, and decorative props that dress the kit.
|
|
161
|
+
- `summer:3d-assets/organic-model` — for foliage and rocks that break up modular repetition.
|
|
162
|
+
- `summer:asset-pipeline/asset-strategy` — Pipeline 2 (textures + CSG) is the cheaper alternative when pieces are flat.
|
|
163
|
+
- `summer:scene-composition` — how to organize the kit scene and the level scenes that consume it.
|
|
164
|
+
- `summer:3d-lighting` — interior kit pieces typically need warm point lights at sconce positions.
|
|
@@ -0,0 +1,192 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: organic-model
|
|
3
|
+
description: Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with shrubs", "scatter some boulders".
|
|
4
|
+
license: MIT
|
|
5
|
+
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
|
+
category: 3d-assets
|
|
7
|
+
user-invocable: true
|
|
8
|
+
allowed-tools: Read Grep summer_search_assets summer_generate_3d summer_generate_image summer_import_from_url summer_add_node summer_set_prop summer_inspect_node summer_get_scene_tree summer_save_scene
|
|
9
|
+
paths: ["assets/organic/**", "assets/models/**", "**/*.tscn", "**/*.gd"]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
# Organic Model — Easy-Mode 3D Generation
|
|
13
|
+
|
|
14
|
+
Organic shapes (trees, rocks, mushrooms, coral, alien flora, crystals, vines, bones) are **the most forgiving category for AI 3D generation**. Lumps look natural. Asymmetry looks natural. Smoothing-group artifacts read as bark texture. The "melted" look that ruins vehicles and characters is fine on a mossy boulder.
|
|
15
|
+
|
|
16
|
+
This is the cheapest, fastest way to fill out a scene. Use it liberally — it's the recommended go-to when the user says "this scene feels empty". Each generation is ~$0.30–0.50, and the failure rate is the lowest of any 3D-asset family.
|
|
17
|
+
|
|
18
|
+
Backing tool: `summer_generate_3d`. Default `hunyuan` is great here, but `trellis` is faster and quality difference is mostly invisible on organic shapes — `trellis` is the recommended pick when generating many at once.
|
|
19
|
+
|
|
20
|
+
## When to use
|
|
21
|
+
|
|
22
|
+
- "Make me a pine tree."
|
|
23
|
+
- "Generate five different rocks I can scatter."
|
|
24
|
+
- "I need glowing mushrooms for the cave."
|
|
25
|
+
- "Fill this forest scene with foliage."
|
|
26
|
+
- "Alien plants for the planet surface."
|
|
27
|
+
- "Coral for the underwater level."
|
|
28
|
+
- The user wants visual density without spending a lot of money or time.
|
|
29
|
+
|
|
30
|
+
## When NOT to use
|
|
31
|
+
|
|
32
|
+
- Character (humanoid, even if "tree-person") → `summer:3d-assets/character-model` (rigging matters).
|
|
33
|
+
- Vehicle, weapon, hard-surface object → `summer:3d-assets/prop-model` or `summer:3d-assets/vehicle-model`.
|
|
34
|
+
- Tileable ground (grass field, sand) → `summer:asset-pipeline/asset-strategy` Pipeline 2 (textures, not meshes).
|
|
35
|
+
- Animated organic (Venus fly trap that opens, breathing pod) → generate static here, animate in-engine with bones or shape keys.
|
|
36
|
+
- A single hero-tree centerpiece (Yggdrasil, the One Tree) — generate via `summer:3d-assets/prop-model` with higher polycount and detail attention.
|
|
37
|
+
|
|
38
|
+
## Polycount targets
|
|
39
|
+
|
|
40
|
+
Organic geometry tolerates aggressive polycount cuts because the silhouette is irregular — viewers can't spot poly-count drops the way they spot a low-poly cylinder.
|
|
41
|
+
|
|
42
|
+
| Use case | Tris | Pass via |
|
|
43
|
+
|---|---|---|
|
|
44
|
+
| Hero tree (mid-distance, prominent) | 4k–8k | `target_polycount: 6000` |
|
|
45
|
+
| Background tree (forest filler) | 1k–3k | `target_polycount: 2000` |
|
|
46
|
+
| Distant tree (use billboard imposter) | 200–500 | `target_polycount: 400` |
|
|
47
|
+
| Large rock / boulder | 800–2000 | `target_polycount: 1500` |
|
|
48
|
+
| Small organic (mushroom, fruit, crystal) | 300–1000 | `target_polycount: 600` |
|
|
49
|
+
| Vine / branch decoration | 200–500 | `target_polycount: 400` |
|
|
50
|
+
|
|
51
|
+
Generating a forest? Make 3 hero trees + 5 background trees + 3 rocks at low polycount, then scatter via `MultiMeshInstance3D` for hundreds of copies at near-zero rendering cost.
|
|
52
|
+
|
|
53
|
+
## Steps
|
|
54
|
+
|
|
55
|
+
### 1. Search before generating
|
|
56
|
+
|
|
57
|
+
```
|
|
58
|
+
summer_search_assets(query="<organic type>", filter={ kind: "model" })
|
|
59
|
+
```
|
|
60
|
+
|
|
61
|
+
### 2. Build the prompt
|
|
62
|
+
|
|
63
|
+
Pattern: `<species> + <state/condition> + <key features> + isolated suffix`. Organic prompts are shorter than prop prompts — the model already knows what a tree looks like.
|
|
64
|
+
|
|
65
|
+
| Goal | Prompt that works |
|
|
66
|
+
|---|---|
|
|
67
|
+
| Pine tree | `A tall pine tree with dense green needles and a straight trunk, slight lean. Game asset, stylized low-poly game art, white background, isolated object.` |
|
|
68
|
+
| Oak tree | `A wide oak tree with sprawling branches and seasonal autumn leaves in orange and red. Game asset, stylized, white background, isolated object.` |
|
|
69
|
+
| Boulder | `A large mossy boulder, irregular weathered surface, patches of green moss on top. Game asset, stylized, white background, isolated object.` |
|
|
70
|
+
| Glowing mushroom | `A cluster of three bioluminescent mushrooms on a small mossy base, pale cyan glow, translucent caps. Game asset, stylized, white background, isolated object.` |
|
|
71
|
+
| Alien plant | `An alien spiral plant with tendril-like fronds, deep purple with glowing pink tips, growing from a bulbous base. Game asset, stylized, white background, isolated object.` |
|
|
72
|
+
| Coral cluster | `A branching coral cluster, bright orange and pink, sea-fan shapes, multiple branches. Game asset, stylized, white background, isolated object.` |
|
|
73
|
+
| Crystal | `A jagged amethyst crystal cluster growing from a stone base, deep purple with translucent facets. Game asset, stylized, white background, isolated object.` |
|
|
74
|
+
| Vine | `A hanging jungle vine with broad green leaves and small white flowers, ~2 meter length. Game asset, stylized, white background, isolated object.` |
|
|
75
|
+
|
|
76
|
+
Organic prompts that DON'T work:
|
|
77
|
+
|
|
78
|
+
| Bad prompt | Failure mode |
|
|
79
|
+
|---|---|
|
|
80
|
+
| `a tree` | Returns a generic tree, but inconsistent species across regenerations — the scene looks chaotic. Always specify species. |
|
|
81
|
+
| `a forest` | Returns one fused mesh of multiple trees → impossible to scatter. Generate one tree, scatter via MultiMeshInstance3D. |
|
|
82
|
+
| `realistic tree with photoreal bark` | Realistic = expensive polycount, ugly when stylized assets surround it. Match scene style. |
|
|
83
|
+
| `a tree on a hill` | The hill becomes geometry. Always say `isolated object`. |
|
|
84
|
+
|
|
85
|
+
### 3. Confirm and call
|
|
86
|
+
|
|
87
|
+
> About to generate `pine_tree_01` via `trellis`, target ~2k tris. ~$0.30, ~30s. OK?
|
|
88
|
+
|
|
89
|
+
For batch generation, batch the confirmation:
|
|
90
|
+
|
|
91
|
+
> About to generate 3 trees + 3 rocks + 5 mushrooms (11 generations, ~$3.50, ~5 min). All low-poly via `trellis`. OK?
|
|
92
|
+
|
|
93
|
+
```
|
|
94
|
+
summer_generate_3d(
|
|
95
|
+
prompt="A tall pine tree with dense green needles and a straight trunk, slight lean. Game asset, stylized low-poly game art, white background, isolated object.",
|
|
96
|
+
model="trellis",
|
|
97
|
+
options={ target_polycount: 2000 },
|
|
98
|
+
wait=true
|
|
99
|
+
)
|
|
100
|
+
summer_import_from_url(url="<fileUrl>", path="res://assets/organic/pine_tree_01.glb")
|
|
101
|
+
```
|
|
102
|
+
|
|
103
|
+
### 4. Generate variation, not duplication
|
|
104
|
+
|
|
105
|
+
If the user wants "five rocks", don't generate one rock and copy it five times in the scene — generate five subtly different prompts:
|
|
106
|
+
|
|
107
|
+
```
|
|
108
|
+
"A medium boulder, mossy granite, rounded shape"
|
|
109
|
+
"A medium boulder, weathered limestone, sharp jagged edges"
|
|
110
|
+
"A medium boulder, dark basalt, flat-topped"
|
|
111
|
+
"A medium boulder, sandstone, layered horizontal striations"
|
|
112
|
+
"A medium boulder, mossy granite, tall narrow shape"
|
|
113
|
+
```
|
|
114
|
+
|
|
115
|
+
Then scatter all five with random rotation. Five unique meshes + rotation = looks like 50 unique rocks.
|
|
116
|
+
|
|
117
|
+
### 5. Wire into the scene
|
|
118
|
+
|
|
119
|
+
| Use case | Wiring | Notes |
|
|
120
|
+
|---|---|---|
|
|
121
|
+
| Single hero tree, mid-scene | `MeshInstance3D` under `Node3D` | One per scene; nothing fancy |
|
|
122
|
+
| Forest scatter (50+ trees) | `MultiMeshInstance3D` with one mesh ref | Single draw call for all instances |
|
|
123
|
+
| Foliage variety (3 species) | One `MultiMeshInstance3D` per species | Each species is one draw call |
|
|
124
|
+
| Distant trees | Billboard imposter (Sprite3D with a tree image) | Switch from mesh to billboard at ~50m via LOD |
|
|
125
|
+
| Rocks with collision | `StaticBody3D` parent + `CollisionShape3D` (ConcaveShape from mesh) | Only for rocks the player can walk into |
|
|
126
|
+
| Rocks without collision (background) | Just `MeshInstance3D` | Most distant rocks don't need it |
|
|
127
|
+
|
|
128
|
+
**Hero tree:**
|
|
129
|
+
|
|
130
|
+
```
|
|
131
|
+
summer_add_node(parent="./World/Forest", type="MeshInstance3D", name="HeroOak")
|
|
132
|
+
summer_set_prop(path="./World/Forest/HeroOak", property="mesh", value="res://assets/organic/oak_tree.glb")
|
|
133
|
+
summer_save_scene
|
|
134
|
+
```
|
|
135
|
+
|
|
136
|
+
**Forest scatter (MultiMesh):** create a `MultiMeshInstance3D`, assign a `MultiMesh` resource referencing the tree mesh, set `instance_count` to e.g. 100, and populate `set_instance_transform()` from a script with random positions + rotations. See `summer:scene-composition` for the scatter pattern.
|
|
137
|
+
|
|
138
|
+
### 6. LOD and billboards
|
|
139
|
+
|
|
140
|
+
For dense forests, the cheapest fix beyond MultiMesh is the billboard imposter:
|
|
141
|
+
|
|
142
|
+
1. Generate the tree mesh once at high polycount.
|
|
143
|
+
2. Render it from one angle to a transparent PNG (Godot's `EditorScript` can capture a viewport).
|
|
144
|
+
3. Use that PNG as a `Sprite3D` with `billboard = enabled`.
|
|
145
|
+
4. Swap from `MeshInstance3D` to `Sprite3D` at ~50m camera distance via Godot's `VisibleOnScreenNotifier3D` or a custom LOD script.
|
|
146
|
+
|
|
147
|
+
For a 200-tree forest, ~10 close trees are real meshes, 190 are billboards. Frame budget saved: ~80%.
|
|
148
|
+
|
|
149
|
+
## Anti-patterns
|
|
150
|
+
|
|
151
|
+
- **Generating "a forest" as one prompt.** Returns a single fused mesh — useless for placement. Always one species per generation, then scatter.
|
|
152
|
+
- **Regenerating the same species 5 times for variety.** Generate 5 *different* species/states/colors for true variety; identical regenerations don't differ enough.
|
|
153
|
+
- **High polycount on background organics.** A 30k-tri rock used 50 times in the background tanks the frame rate. Cap distant organics at 2k.
|
|
154
|
+
- **Ignoring MultiMeshInstance3D.** 100 individual MeshInstance3D nodes = 100 draw calls. 100 instances of one MultiMesh = 1 draw call. Same visual result.
|
|
155
|
+
- **Adding collision to every leaf and pebble.** Player only needs collision on things the body can hit. Skip it for distant scenery and small ground litter.
|
|
156
|
+
- **Using `meshy` (legacy).** No reason to — `trellis` is faster and `hunyuan` is higher quality.
|
|
157
|
+
|
|
158
|
+
## Edge cases
|
|
159
|
+
|
|
160
|
+
- **Animated foliage (wind sway).** Generate static here, then add wind sway via a vertex shader on the material — `summer:vfx/shaders` (when available). No animation rig needed.
|
|
161
|
+
- **Underwater organics (kelp, anemones).** Same flow; expect Hunyuan to add a "ground attachment" base unless you say `floating, suspended in water`.
|
|
162
|
+
- **Branching meshes (vines, roots) come back too thick.** Specify `thin tendril, fine branches`, or accept and scale Y down in the editor.
|
|
163
|
+
- **Snow / ice / frozen variant.** Add `covered in snow, frosted, ice crystals` to the prompt — works well on trees and rocks. For temperature variants of the same scene, generate the variant rather than retexturing.
|
|
164
|
+
- **Crystal/glass organic.** Mesh comes back opaque. Generate the geometry, then assign a `StandardMaterial3D` with `transparency = ALPHA` and emissive in the editor.
|
|
165
|
+
- **Bones, skulls, dead trees.** All work great — organic forgives them more than props would. Add `weathered, sun-bleached` for desert / tundra feel.
|
|
166
|
+
|
|
167
|
+
## Fallback (no MCP)
|
|
168
|
+
|
|
169
|
+
1. Run prompts at the Summer dashboard or any 3D-gen web playground (Hunyuan, Trellis, Meshy).
|
|
170
|
+
2. Download `.glb` files into `res://assets/organic/`.
|
|
171
|
+
3. Build scatter scenes manually in Godot.
|
|
172
|
+
|
|
173
|
+
For totally free / offline alternatives: **Quaternius** (free stylized organics), **AmbientCG** (rocks + textures), **Sketchfab** free filter, **Polyhaven** (HDRIs + scans).
|
|
174
|
+
|
|
175
|
+
## Handoff
|
|
176
|
+
|
|
177
|
+
After the organic models are scattered:
|
|
178
|
+
|
|
179
|
+
> Forest scatter ready: 3 species at `res://assets/organic/`, 100 instances each via MultiMeshInstance3D in `./World/Forest`. Next:
|
|
180
|
+
> - **Wind shader** (sway in breeze): `summer:vfx/shaders` when available, or hand-write a vertex displacement shader.
|
|
181
|
+
> - **Ground texture** (grass beneath the trees): `summer:asset-pipeline/asset-strategy` Pipeline 2 for tileable ground.
|
|
182
|
+
> - **Lighting / fog** (forest mood): `summer:3d-lighting` for ambient + directional sun + volumetric fog.
|
|
183
|
+
> - **Ambient audio** (forest birds, leaves): `summer:audio/ambient-bed`.
|
|
184
|
+
> - **Hero props** (a stump, a fallen log, a shrine): `summer:3d-assets/prop-model` for the hand-placed standouts.
|
|
185
|
+
|
|
186
|
+
## See also
|
|
187
|
+
|
|
188
|
+
- `summer:3d-assets/prop-model` — for hand-placed standout pieces.
|
|
189
|
+
- `summer:3d-assets/environment-kit` — pair with this skill: kit pieces give the architecture, organic gives the natural softness.
|
|
190
|
+
- `summer:asset-pipeline/asset-strategy` — meta-router; ground textures and skyboxes go to Pipeline 2 / panoramic gen.
|
|
191
|
+
- `summer:scene-composition` — MultiMeshInstance3D scatter pattern.
|
|
192
|
+
- `_shared/mcp-tools-reference.md` — `summer_generate_3d` schema.
|