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Skill v1.0.1

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adaengine/ada/ada-3d-assets

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PublishedOctober 20, 2026 at 10:50 PM
Content Hashsha256:bf1b6e9f7bbe2f48...
Git SHA5b6085790a14
Bump Typepatch
Compare with v1.0.0
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SKILL.md2.9 KBactive
SKILL.md · 19 lines · 2.9 KB

version: "1.0.1" name: ada-3d-assets description: Import, inspect, place and diagnose GLB/glTF models in Ada Studio, including model scale, hierarchy, bounds and format compatibility. allowed-tools: editor.project.context, editor.model.inspect, editor.model.validate, editor.model.import, editor.components.describe, editor.scene.get, editor.scene.apply, editor.docs.search, editor.docs.read, editor.examples.read


Ada Studio 3D Assets

  1. Read editor.project.context for actual host tools, resource roots and model limits. Reuse existing models. Read the Agent3DWorkflow documentation article and basic-3d-scene example when establishing a new scene.
  2. Run editor.model.inspect on a project-relative Assets path. Read material indexes, texture slots, named clips, skin joints and rest-pose scene bounds. Bounds retain the original model scale; preview auto-framing does not change the imported scale. Very large or small dimensions need an intentional entity Transform change.
  3. Use editor.model.import to move a downloaded model from a project-relative Downloads path into Assets. It copies local buffers/textures together, chooses a collision-free bundle name and returns its @res:// reference. A bare .gltf without its buffers/textures is incomplete. Network dependencies and escaping symlinks are rejected.
  4. Read editor.components.describe with query Model3DSource. Add that component and its required Transform to the authored entity. Set source to the returned resource reference; animation, autoplay and repeats control a named clip. On desktop, use editor.scene.get/apply for open documents, preserve unrelated payload fields, and pass the current revision so undo works. Mobile agents can edit scene YAML with their file tools.
  5. Validate the model, build, then run visible Play and inspect a completed GPU frame. Use the tools advertised by the current host: desktop editor.build.start, editor.play.start, editor.task.status, render.capture_screenshot; mobile editor.build, editor.play.start, editor.play.capture, editor.image.read.

Model validation performs native CPU import and profile checks; it does not prove rendering, animated bounds, collision or gameplay. The isolated simulation excludes model rendering. Imported meshes do not automatically gain physics colliders. For invisible models, inspect source resolution, entity visibility/scale, camera projection/framing/clipping and lighting before replacing assets.

Use plain glTF 2.0 triangle output, UV0/UV1 and at most 128 joints per skin with one set of four influences. Draco, Meshopt and KTX2 decoding are unavailable in this profile. Blender execution, rig editing and clip authoring are not exposed by Studio tools; do not claim to have used them. To create a new low-poly model from primitives, load ada-procedural-models (editor.model.generate writes a .glb); for blocky voxel art load ada-voxel-models (editor.voxel.generate writes a .vox).

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