Code-built, rigged, game-ready characters and creatures from headless Blender, checked against your own engine budgets before export.
Nine skills that run a character pipeline as scripts in headless Blender, each step ending in a machine-checked gate. Write the asset contract (engine, axes, per-LOD triangle budgets, bones, influences, textures, sockets, variants) and prove it closes against your scene; sculpt bipeds, quadrupeds, hexapods and winged creatures from a proportion table; derive body variants with identical topology; rig and skin within your influence limit with an extreme-pose stretch test; bake a texel-density atlas with normal, AO and ORM maps; fit gear onto every body variant; export LODs as glTF or FBX and re-import them in a clean process; then render a review set bound to the export and derive a readiness label from evidence. Builds bipeds, quadrupeds, six-legged and winged creatures, plus worn and held gear. Tested on Blender 5.1.2 with a real Godot 4 import. It produces rigged, engine-ready base characters; final sculpt detail and hand-tuned topology remain an artist's pass, and the review step says exactly where. Requires an AI that can run commands on your computer (Claude Code, Codex or Cursor) and Blender 4.2 or newer. The worked example is a fictional courier and beetle mount; every skill reads your own contract first.
Arranged in the author's recommended order. Walk through them in sequence, or open any one on its own.
Writes the asset contract every character and creature build obeys – engine and export format, units and axes, per-LOD triangle budgets, bone and influence limits, texture size and format, naming rules, sockets, body variants and target device.
Proves and standardizes the headless Blender environment every character build runs in – probes the version, Cycles GPU backends (Metal, CUDA, OptiX, HIP), the OIDN denoiser and the render engine ids, enforces factory-startup runs.
Builds bipeds, quadrupeds, hexapods and winged creatures in code from a proportion table – lofted Catmull-Rom tubes and ellipsoids voxel-unioned and smoothed, hard shells, horns and claws added after so they stay crisp, numpy dent, crease and plate brushes.
Derives every body variant a game needs – slim, stocky, tall, short – from one base body with a piecewise landmark remap along height (ankle to crown), per-band length, width and depth scales and per-socket scale and offset.
Builds the game armature from the sculpt's landmarks through a table-driven bone writer for biped, quadruped, hexapod and winged plans, obeying the asset contract, skins the LOD0 mesh with capped and renormalized inverse-distance weights.
Builds one shared UV atlas per character at a measured texel density, bakes tangent normals and ambient occlusion from the sculpt onto the game mesh in headless Cycles, turns vertex-colour or material regions into albedo, roughness and metallic, packs ORM.
Models simple rigid gear in code, attaches each piece to its contract socket, carries it onto every body variant through the variant socket transforms and scales, pushes it clear of the body with a BVH distance query until the contract clearance holds.
Builds the LOD chain from the skinned LOD0 with collapse decimation that keeps UV seams, shape keys and renormalized skin weights, exports each LOD with the engine profile the asset contract names – glTF 2.0 binary for Godot and web.
Renders the standard review set from the exported character file re-imported in a clean Blender process – clay, gameplay-distance silhouette, wireframe, UV checker, variant and LOD lineups, extreme-pose sweep – binds every image to the export's sha256.