Skill v1.0.1
currentAutomated scan100/100+2 new
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
- Read
editor.project.contextfor actual host tools, resource roots and model limits. Reuse existing models. Read theAgent3DWorkflowdocumentation article andbasic-3d-sceneexample when establishing a new scene. - Run
editor.model.inspecton 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. - Use
editor.model.importto 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.gltfwithout its buffers/textures is incomplete. Network dependencies and escaping symlinks are rejected. - Read
editor.components.describewith queryModel3DSource. Add that component and its required Transform to the authored entity. Setsourceto the returned resource reference;animation,autoplayandrepeatscontrol a named clip. On desktop, useeditor.scene.get/applyfor open documents, preserve unrelated payload fields, and pass the current revision so undo works. Mobile agents can edit scene YAML with their file tools. - 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; mobileeditor.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).