italink/unrealclientprotocol/unreal-modeling-create

Claude Code and agent skill by italink/unrealclientprotocol

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Checking that the SKILL.md file is still in the repository.

Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.

Install

npx vskill@latest install italink/unrealclientprotocol/unreal-modeling-create

SKILL.md

Modeling — Create

Prerequisite: read unreal-modeling-core first.

Goal

Use this skill when the output should be one of the following:

  • a transient working mesh for further processing
  • a static mesh asset updated from generated geometry
  • a new geometry result that will be consumed by a higher-level pipeline

Required decision rules

If the user wants a new mesh to be processed later

Stop at the working mesh stage unless asset output is explicitly required.

If the user wants a reusable asset result

Create geometry in a working mesh first, then write it to a static mesh asset.

Standard create workflow

text
CreateWorkingMesh
-> GeometryScript create/modeling functions
-> optional writeback or asset creation
-> optional collision finalization

Primary libraries

  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions
  • /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions

Recipe: create a primitive working mesh

Use when

You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.

Steps
  1. create a working mesh
  2. call a primitive append function on the working mesh
  3. if needed, continue into meshops / deform / UV steps
  4. only write back if asset output is required
Output
  • default output: working mesh path
  • asset output only if explicitly requested

Recipe: create profile-based geometry

Use when

You need extrude / revolve / sweep style generation.

Steps
  1. create a working mesh
  2. construct the required polygon/path inputs
  3. call the relevant GeometryScript modeling/path functions
  4. validate geometry
  5. hand off the working mesh or write back

Recipe: create asset output from generated geometry

Use when

The end result must exist as a real mesh asset.

Steps
  1. create and populate a working mesh
  2. optionally preprocess normals / UV / repair
  3. write back to an existing asset or create a new asset
  4. if required, generate collision as a separate finalization step

Common mistakes to avoid

  • writing to assets too early before geometry preparation is complete
  • skipping the working mesh stage
  • combining creation and business-layer policy decisions in the same step

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

Repository stars
114
Repository forks
14
7-day trend score
24

Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.

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