Orc Skills
A collection of 29 skills for game development, video scripts and code review: from character rigging to Godot adventure games.
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Extended access
Why this level
- Some skills run Blender and builds, write project files and spend credits of external services such as Meshy and ElevenLabs.
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add skills/orc-skillsDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- Some skills run Blender and builds, write project files and spend credits of external services such as Meshy and ElevenLabs.
This is third-party code. Review the repository files before installing.
What it does
Orc Skills is a skill collection from TheOrcDev. The seven-skill `game-dev` section comes from the production pipeline of the game Final Stand: references, Meshy generation, Blender model cleanup, creature and humanoid animation and Unity integration. The `rig-it` skill builds a rig from a per-character contract and checks clips after reimport into an empty scene. The second section, `point-and-click-adventure`, leads from a new Godot project to builds and checks in Chrome: story, rooms, hero, voice through ElevenLabs. There is a skill for short video scripts and general ones: `orc-me` switches to a blunt answer tone, `war-boss-review` ranks code review findings, `cut-it` slices a plan into phases, `auto-grill` runs through a plan's question tree on its own and `shadscan-pre-commit` checks the UI before agent commits.
Who it is for. Game developers and indie studios that run production with an agent: models, animation and builds in Godot and Unity.
Good fit when
- A Meshy model must be cleaned in Blender, fit a polygon budget and have its export verified.
- A character needs a rig and a clip set, with checks done after reimport.
- A new adventure game starts with the `new-adventure` skill, which builds a working Godot project.
- A short video needs a script and a shot list for the editor.
Not a fit when
- You need generic skills with no game specifics: part of the set relies on Final Stand tooling.
- You work without external services: Meshy and ElevenLabs need an account and credits.
- You need one skill without neighbors: the adventure skills reference each other.
Example request
Use /rig-it for this character: pick the body plan, build the rig and show clip reels.Limitations
The game skills depend on the tooling and contracts of the Final Stand project, and the collection documents those requirements. The point-and-click skills reference each other, and `new-adventure` copies files from `painted-hero` and `look-gate`, so install them side by side. Meshy work spends credits, voice goes through paid ElevenLabs and images through an external gateway. Godot 4.7.2 is specified. The repository has no license file.
How to disable. Delete the folders of the skills you installed from the agent skills directory. For a shadcn install remove the added files from the project.
FAQ
How do I install one skill?
Run `npx skills add TheOrcDev/skills --full-depth --skill game-art-reference-packs`, substituting the skill name you need.
Is there a shadcn install?
Yes, for example `npx shadcn@latest add TheOrcDev/skills/orc-me`. The shadcn registry also includes each skill's workflow and rules files.
What does rig-it do?
It builds a rig from a per-subject contract: creatures get a deterministic scaffold and clips, humanoids get a Mixamo skeleton. Clips are checked after reimport into an empty scene.
What does orc-me do?
It switches to a blunt tone: answers lead with the conclusion, padding is cut and commands and paths stay exact. The mode is turned off with normal mode.
What is shadscan-pre-commit?
A skill that makes the agent run a Shadscan check at the start of work and before every commit. It installs no dependencies and edits no scripts.
Discussion
No questions or reviews yet.
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README in short
The collection holds skills for games, Godot adventure games, video and general tasks. Each skill has its own folder with `SKILL.md`, and the game ones also have WORKFLOW and RULES files. Installation goes through the Skills CLI or the shadcn registry.
README badge
Original SKILL.md
--- name: rig-it description: Rig and animate game characters that actually hold up in-engine. Contract-driven Blender pipeline with body-plan scaffold rigs for creatures, Mixamo-skeleton packaging for bipeds, rest-pose weight transfer, rigid part seating, numeric gates on a fresh reimport, rendered review frames and reels, Unity Humanoid/Generic export. Use when the user wants to rig a character, skin a mesh, build an armature, author or fix Idle/Locomotion/Attack/Hit/Death clips, package Meshy or Mixamo animations onto a production mesh, stop feet sliding or sinking, get a rig into Unity or Godot, or mentions rigging, skinning, weights, IK, gait, Mixamo, Meshy rig, Humanoid avatar, or invokes /rig-it. --- # rig-it Rigging fails in chat because the model writes one script, gets an armature that binds, and never sees that the elbow is wrong. This skill never lets you judge a rig from the code that built it. Every rig and every clip goes through a contract, a family route, verified weights, numeric gates on a fresh reimport, and rendered frames you look at before anyone calls it done. Read [RULES.md](RULES.md) before touching a mesh. Run [WORKFLOW.md](WORKFLOW.md) commands as written. Family bone lists live in [references/body-plans.md](references/body-plans.md). ## The loop ``` contract -> route -> rig + weights -> clips -> export -> fresh reimport ^ | | polish passes (never thresholds) <-- gates + frames ``` 1. **Contract first.** Write `rig-contract.json` (schema in [templates/](templates/rig-contract.json)): family, engine rig type, required clips, rigid parts with sockets, gameplay move speed. Tooling reads it; tooling never redefines it. 2. **Route by body plan, not by wish.** | Body | Route | Scripts | |---|---|---| | Biped that a Mixamo-template rigger accepts (Meshy, mixamo.com) | rig input, provider rig, preset motions, package onto the production mesh | `rig_input.py`, `package_biped.py` | | Quadruped, hexapod, octopod, flyer, maw, winged hybrid, humanoid the provider mangles | deterministic scaffold rig from bounds, bind, author contact-driven clips | `scaffold_rig.py`, `author_clips.py` | 3. **Weights are verified, not assumed.** Automatic weights are a starting point. Unweighted vertices fall back to the nearest bone. Max 4 influences, normalized. Sole patches harden to the foot bone. Provider weights transfer onto the production mesh with both meshes in rest pose. 4. **Stationary navigation root.** `Root` carries no skin weight and never moves. Body motion lives on the body bone. Root motion is off in engine. 5. **Rigid parts** are skinned 100% to one hand bone and seated with a grip rule. Never bone-parented (FBX pivots differ). 6. **Export, then judge the reimport.** `export_fbx.py` writes one FBX per clip plus the production multi-take FBX. `review_clips.py` reimports each clip into an empty scene, measures every frame on real vertices, renders