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, limb masks and rigid hard parts, adds bone-parented sockets.
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, limb masks and rigid hard parts, adds bone-parented sockets, and proves the bind with headless gates including an extreme-pose stretch sweep and a pose render. Use when someone asks "rig and skin this character for the engine from a bone table", "the hand weights are dragging the hip when the arm moves", "keep every vertex at 4 bone influences for mobile skinning", "add sockets to the rig for a weapon, backpack and helmet", "rig a six-legged mount with a rigid shell". Use it once the sculpt passes its budget and before textures are baked or gear is fitted. Do NOT use for facial rigs, blend shapes or animation clips - this pack stops at the bind pose; for the sculpt itself, use procedural-creature-sculpt; for attaching gear to the 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.
game-rig-and-skin/SKILL.md
---
name: game-rig-and-skin
description: 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, limb masks and rigid hard parts, adds bone-parented sockets, and proves the bind with headless gates including an extreme-pose stretch sweep and a pose render. Use when someone asks "rig and skin this character for the engine from a bone table", "the hand weights are dragging the hip when the arm moves", "keep every vertex at 4 bone influences for mobile skinning", "add sockets to the rig for a weapon, backpack and helmet", "rig a six-legged mount with a rigid shell". Use it once the sculpt passes its budget and before textures are baked or gear is fitted. Do NOT use for facial rigs, blend shapes or animation clips - this pack stops at the bind pose; for the sculpt itself, use procedural-creature-sculpt; for attaching gear to the sockets, use wearable-gear-fit.
---
… the full instructions are part of a premium pack and load in your AI once you have access.