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, codegens the engine-side frame table, and gates variant heights, identical topology.
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, codegens the engine-side frame table, and gates variant heights, identical topology, sockets and table staleness. Use when someone asks "make slim and stocky versions of our character", "derive body variants that share one rig", "why does the helmet not fit the stocky body", "generate the body proportions table for the engine", "our variant table in code is out of date". Use it after the base sculpt exists and before rigging, whenever more than one body shape must share a skeleton, skin and gear. Do NOT use for sculpting the base body - use procedural-creature-sculpt instead; for fitting gear meshes to sockets, use wearable-gear-fit.This is the skill's description: the text your AI reads to decide when the skill applies.
This is the skill's header. The step-by-step instructions are paid content and aren't shown here.
body-variant-frames/SKILL.md
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name: body-variant-frames
description: 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, codegens the engine-side frame table, and gates variant heights, identical topology, sockets and table staleness. Use when someone asks "make slim and stocky versions of our character", "derive body variants that share one rig", "why does the helmet not fit the stocky body", "generate the body proportions table for the engine", "our variant table in code is out of date". Use it after the base sculpt exists and before rigging, whenever more than one body shape must share a skeleton, skin and gear. Do NOT use for sculpting the base body - use procedural-creature-sculpt instead; for fitting gear meshes to sockets, use wearable-gear-fit.
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… the full instructions are part of a premium pack and load in your AI once you have access.