character-factory-skills

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SUMMARY

7 Claude Code skills that take a game character from a one-page brief to an animated, measured Unity prefab: Tripo, Blender (Rigify), critic agents, Unity.

README.md

Character Factory — Claude Code skills

Seven Claude Code skills that run a game-character pipeline end to end: an artist describes a character, and
Claude takes it from a one-page brief to a rigged, animated, measured prefab inside Unity. The look is a chunky
collectible mini in the Clash Royale or Warcraft Rumble style. All the work happens live in Blender, through MCP, so
every stage can be watched and filmed.

Seven characters went through the pipeline with these skills:

  • a dwarf with a two-handed hammer;
  • an ice ogre;
  • a sword-and-shield paladin;
  • a necromancer who summons skeletons;
  • an unarmed mining automaton;
  • a wolf, the first quadruped;
  • a short mage whose light-and-lightning area spell pins a pack of skeletons from below
    (how she was prompted).

The skills grew out of what broke along the way. Each rule comes with the number that proved it.

Português: veja abaixo.

Install

claude plugin marketplace add luccacerfz/character-factory-skills
claude plugin install character-factory@character-factory-skills

Or copy plugins/character-factory/skills/* into your project's .claude/skills/.

The skills

Skill Stage Exit gate (a number, not an impression)
character-factory Orchestrator: stage order, operating rules, which skill comes next each stage passes only with its gate measured
character-design One-page brief, design rules that fit animation, T-pose concept and multi-view 3D model in Tripo, props as separate objects real T-pose, empty hands, a left/right marker; model gates overhead, corridor, wrap and cuff
character-rig Import into live Blender, game mesh, landmarks measured on the mesh, Rigify, weights by region, props on their own bones, pose test no stretched edges in the pose test; close-ups of shoulders, wrists and hips
character-clips Base pose, attack, idle, walk, hit and death, plus specials: spells, projectiles, summons, spawn from the ground, quadruped gaits. Includes the 12 Disney principles checked at game size (64 px). no mesh-to-mesh penetration (6 mm probe); nothing under the floor; loops close within 2 mm; all clips start on the same pose
character-review Evidence pack: 6 fixed cameras, full-rate windows, 64 px silhouettes, weapon arcs, travel and contact tables. Three independent, read-only critic agents grade it: principles, body mechanics, tech art. weighted score ≥ 9.5 with no blocker, or the artist's approval
character-engine FBX export with a contract manifest, automatic Unity import (materials, events, Animator, LODs, additive FX), transitions that stop on the right foot FBX round trip ≤ 0.05 cm; import ok=True; foot-slide table per transition
character-show Several characters together: summoner and summons, a training dummy that topples, rounds with health, duels and battles. Game rules are simulated in Blender and mirrored in Unity. planted foot ≤ 0.1 cm per frame in curves; the script of events matches in both engines

Latest techniques in the skills

  • A quadruped (UIVO, a wolf): its own rig and pose test, four-paw gaits (run and sprint), a dash bite, and four
    planted paws in Unity.
  • Living eyes on a single textured mesh (CENTELHA): Tripo gives no eyeball, so each eye gets one leaf bone with its
    pivot 4.7 cm behind the painted surface. A blink is a vertical scale of that bone, and the eyes lead the head by 2–3
    frames.
  • An area spell that pins a pack from below: generic fx.py extensions:
    • lightning between fixed points on the floor and the targets' knees;
    • arc_min, so short arcs keep their width on screen;
    • crystals that grow around each target.
  • An area spell that falls from the sky (CENTELHA): three beats tied to existing poses (the call, a spear on the
    strike frame, a rain of impacts) and a strike that is the fastest move in the clip (4.8 m/s at contact). Two casts in
    Unity, a cage only on the units that were caught, and watchdogs for every interruption: the caster killed, the
    caster hit, the target killed by someone else.
  • Cartoon crystals instead of scans: procedural flat-faceted crystals (268 triangles per cage vs 1,600 from Tripo)
    and cartoon glass in Unity. The glass shader multiplies the background, then adds colour + fresnel, so nothing needs
    sorting.
  • A lying body that floats after the springs: secondary motion lifted a thigh 41–51 mm off the floor. The fix
    re-settles the trunk after the springs (floor_resettle).
  • One idea, magnified (GRANIZO v3): one design idea, "he IS the glacier", pushed through the model, every clip and
    the VFX.
  • Game feel on a test bench: hit-stop, camera shake, a 1:1 game-size view and a lab with buttons, including a "Death
    Ray".
  • A split-screen 60 fps reel: every character runs on one schedule, with one layer and one render texture per
    panel (CFSplitReel).

Read this before using them

  • Written in Portuguese, translated here. The skills were written in pt-BR while the pipeline was being built.
    This repo holds the English translation, with the same numbers, file names and code.

  • They drive a private toolchain that is not in this repo:

    • Python tools: factory/cf/*.py and factory/blender/*.py;
    • shell scripts: clip.sh, contacts.sh and others;
    • the Unity C# namespace CharacterFactory.*.

    Read the skills as a playbook: stage order, gates with numbers, and lessons with the measurement behind them. Use
    them as a template for your own pipeline. Where a skill names a script, the paragraph around it says what the
    script measures and why.

  • External tools:

    • Blender 4.5 with an MCP add-on;
    • Unity 6 with MCP for Unity;
    • Tripo, in the browser;
    • an image/video API for the per-character reference videos.

    Keys stay in a local .env. The skills tell Claude never to send personal data to outside services.

Example: the prompts behind a character

examples/centelha/PROMPT.md has the exact prompts that built CENTELHA: one /loop
request ("don't stop until the score is >= 9.5", with the round state in a JSON file), the five follow-ups sent during
the loop and what each one became in the skills, the critic scores per round (7.62 → 8.69), and the approval that
ended it. It ends with a template to reuse.

Ideas worth stealing

  • Gates are numbers. "The foot doesn't slide" becomes "planted foot ≤ 0.1 cm per frame", and "it reads" becomes
    "the body moves ≥ 2 px at 64 px". Most of the first character's rework came from a problem that stage 1 or 3 would
    have shown in seconds.
  • Critics see only evidence. They never see the code. They are told to look first and then measure, and the
    image wins over the README. In the first rounds, the critics caught 7 or 8 wrong claims in the README each time.
  • Judge at game size. The unit is about 64 px on screen, so 1 px is roughly 2 cm. A motion smaller than 2 px
    does not exist for the player.
  • No character names in the code. Everything that differs between characters is data: landmarks, the clip
    recipe (clip.json) and the export manifest. The second character went from the brief to Unity in one session
    without touching the importer.

License

MIT.


Português

Sete skills do Claude Code que levam um personagem de jogo do brief de uma página até o prefab animado e medido
dentro da Unity. O estilo é o de uma miniatura atarracada, como em Clash Royale ou Warcraft Rumble. Tudo acontece ao
vivo no Blender, via MCP.

  • Instalação: use os comandos da seção Install acima.

  • O que você precisa saber:

    • as skills estão em inglês (foram escritas em português enquanto a esteira era construída);
    • elas comandam ferramentas que não estão neste repositório (factory/cf, factory/blender e o C# da Unity).

    Leia as skills como um manual: a ordem dos estágios, os portões com número e as lições com a medida que as provou.

  • Exemplo de prompt: examples/centelha/PROMPT.md traz os prompts exatos (em
    pt-BR, com tradução) que criaram a CENTELHA, do /loop inicial até a aprovação.

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