claude

agent-meshes

Named-part 3D authoring for coding agents: build rigged, animated GLB models from JSON operations (boxes, lathes, prisms, organic shells), creature recipes with gaits, isolated verified builds with renders and offline previews, an embeddable three.js viewer, and an optional Blender refine stage

1 on GitHubby ehartyev0.49.0MITupdated 2 days ago

Not in a marketplace yet, so it loads for one session with --plugin-dir.

Plugin agent-meshes in ehartye/agent-meshes. Commands read from the repo's manifest — yesterday.

What it installs

Skills (7)

  • mesh-authoring

    Author 3D models with agent-meshes as named parts through JSON operations in a durable workspace, covering primitives, lathe and prism shapes, organic shells, bone-anchored placement and the creature recipes that supply a body and its parts. Animation clips, walk cycles and gaits belong to mesh-rigg

  • mesh-believable

    Build believable 3D forms while modeling, and fix character anatomy, proportions and topology as you build. Use for character modeling craft, blob-like bodies, weak facial depth, tubular fingers, collapsing joints, or blocky, lumpy and disconnected objects. Judging a finished model against a referen

  • mesh-build

    Export, verify, render and deliver GLBs with agent-meshes, and bake a rigged clip into a sprite sheet and sprite atlas for a 2D or pixel-art game. Use for repeatable Blender builds, slow unchanged builds or cache misses, shared configs and batches, generated mesh arrays and vertex colours, configure

  • mesh-quality-review

    Review a finished 3D model for reference fidelity, anatomy, construction and deformation. Use after building, to compare renders against a reference or brief, for a 360-degree or head-to-toe quality check, repeated visual defects, clothing intersections, when the anatomy looks wrong in the renders,

  • mesh-rigging

    Rig and animate agent-meshes models with bone hierarchies, rigid, linear or weighted bindings, two-link IK posing, mirrored assemblies, keyframed clips such as walk cycles, idles and gaits, and ARKit face rigs for talking heads (eyelids, eye bones, a toothed puppet jaw, the arkit-face/1 contract), a

  • mesh-setup

    Install, check and repair the managed agent-meshes runtime outside the plugin cache, including the built workbench, Chromium for renders and the optional Blender stage (found automatically, including portable copies).

  • mesh-tool-selection

    Choose mesh authoring and engine integration tools before a new asset or pipeline: agent-meshes, Blender scripts or bpy, Unreal, R3F, Godot or Unity mesh APIs, code CAD, or whether a 2D engine such as Phaser needs a mesh at all. Use when asked which tool to use, how to engage an existing asset pipel

View source on GitHub

Problems found in this repo's manifests

  • .claude-plugin/marketplace.json is not valid JSON

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