jeffna1/antigravity-voxel-godot-setup/dragon
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Checking that the SKILL.md file is still in the repository.
Build a dragon in blockworld — sinuous neck and tail, membrane wings, horned skull, clawed limbs. Use whenever the user asks for a dragon, wyvern, drake, wyrm, or serpent. Read skills/blockworld first for the grid and primitives.
Install
npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/dragonSKILL.md
Dragon
Everything else in blockworld is architecture. A dragon is not. place_box will not help you here — reach for place_tube, place_sphere, and mirror.
The silhouette
A dragon reads from four things, in this order:
- An S-curve. Neck arcs up, body dips, tail sweeps out and up. If any
part of the spine is straight, it is a lizard, not a dragon.
- Wings, spread wide. The wingspan should be **wider than the body is
long**. Folded wings are for people who have given up.
- A wedge skull with horns swept back.
- Taper. Thick at the shoulders, thin at the tail tip and snout. Nothing
is a constant thickness.
The failure mode
Left alone you will build a horizontal tube with a box head, small wings tacked on the sides, and four stumpy legs. Every part will be individually present and it will read as a crocodile with a kite attached.
The four specific errors:
- A straight spine. Fatal. The curve is the animal.
- Wings too small. They will look vestigial. Go bigger than feels right,
then go bigger again.
- No taper. A tube of constant radius is a snake, not a dragon.
- Symmetry done by hand. Do not build the second wing manually — you will
get it subtly wrong. Build one, call mirror.
Build order
1. The spine — place_tube
This is the whole animal. Get it right and the rest is decoration.
One call, a path of 8–12 points, tracing an S from snout to tail tip. Work in profile (vary y and z, keep x near 0):
r_start: 3 at the head end, r_end: 0.6 at the tail tip. The taper does enormous work.
Actually make two calls — the tube taper is linear, and a dragon is not:
- Head → shoulders:
r_start: 2.5,r_end: 5(neck swells into the body) - Shoulders → tail tip:
r_start: 5,r_end: 0.6
Use scale_green or scale_azure for the body. Pick one family and hold it.
2. Belly
A second place_tube along the same path, offset 1–2 blocks down, radius slightly smaller, in belly or belly_pale. Pale underside is what makes it read as an animal rather than a sculpture.
3. Skull — place_sphere
Not a box. An ellipsoid, stretched along the snout: r: 3, ry: 2.5, rz: 4. Wedge-shaped, tapering forward.
Then:
- Brow ridge —
place_box, 1 thick, inhorn, above the eyes - Eyes — 2 blocks of
rubyorflame_core, deep-set,place_block - Jaw — a smaller ellipsoid below, offset forward
- Teeth — a row of
scale_bone,place_block, along the jawline
4. Horns — place_tube
Two, swept back from the skull, curving. 3–4 path points each, tapering r_start: 1.2 → r_end: 0.2, in horn or horn_dark.
Build one. mirror across x=0.
5. Wings — Create a wing, then mirror
The most important call in the build. Do not undersell it.
- Shoulder at the thickest part of the body, offset a couple of blocks out
in x.
- Tips: 4–5 of them, fanning out and back, in order along the leading
edge. The first tip is the wrist (out and forward), the last is the trailing edge (back toward the hips).
- Furthest tip should be **at least as far from the shoulder as the body is
long.** Measure it. If the wingspan is less than the body length, it is too small.
Then mirror on x. One call, and the pair is exact.
6. Limbs — place_tube
Four, or two if you want a wyvern. Each is 2 tubes — upper limb and lower — meeting at a bent joint, because a straight leg reads as a table leg.
Feet: 3 claw blocks splayed forward, one back.
Build the left pair. mirror.
7. Spinal ridge
A line of spine or horn blocks along the top of the tube, from skull to tail tip. place_block in a loop, following the spine path.
This is the cheapest, highest-impact detail in the build. Do not skip it.
8. Fire, if you want it
A place_tube from the mouth, widening outward — r_start: 1, r_end: 5 — cycling flame_core → flame_hot → flame → flame_deep → smoke as it travels. Three or four short tubes, one per colour band, is easier than one gradient.
Scale
Call `world_info` first. It tells you how many blocks make a large dragon at this grid — take that number and build to it.
Then hold these ratios, whatever the grid:
A dragon that is not obviously huge is a lizard. If world_info says a large dragon is 50 blocks, do not build a 20-block one.
Palette discipline
Pick one scale family and stay in it:
scale_green/scale_green_dk/belly— the classicscale_azure/scale_teal/belly_pale— icescale_crimson/scale_rust/belly— firescale_onyx/scale_ash/scale_bone— undead
Then two accents only: horn for horns and claws, membrane for wings. A dragon in eleven colours reads as a parrot.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/dragon/SKILL.md
Popularity
- 7-day trend score
- 5
Not refreshed yet.
Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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- Cursor
- GitHub Copilot
- Windsurf
- Codex
- Gemini CLI
- Cline
- Amp
- Roo Code
- Goose
- Continue
- Kilo Code
- Junie
- Trae
- OpenHands
- Qwen Code
- AI Agent
- Tabnine Chat
- Sourcegraph Cody
- Amazon Q
- Firebase Genkit
- Sweep
- Devin
- Phind
- Mentat
- Claude Desktop
- Aider
- GPT Pilot
- Plandex
- bolt.new
- v0
- Replit Agent
- Anse
- TypingMind
- BetterChatGPT
- LibreChat
- Warp AI
- Pieces
- Fig AI
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