Keep · astra-grok SKILL.md
Concept → Blender → engine pipe
WhenUse for a linear art→engine pipeline: concept still → Blender graybox → import to Unreal or Unity → lighting pass → playable slice. Trigger when someone asks to "just drop it in the engine" without stage gates.
StopGate each stage on a Screenshot before advancing. Do not polish materials in-engine before graybox proportions pass in Blender. Do not expand scope mid-pipe (new biomes, new characters) without a new look-lock. Stop on engine license/auth walls; report, do not bypass.
Steps
- **Concept** — Generate or ingest concept stills; run look-lock-first. Gate: locked plates + `LOOK-LOCK.md`.
- **Blender graybox** — Block scale-correct graybox via Blender MCP (or GUI fallback). Screenshot match to concept silhouette. Gate: graybox shot passes proportions.
- **Export** — Export FBX/glTF with consistent scale/up-axis. Write import notes.
- **Engine import** — Import into Unreal or Unity. Place in a blank level. Screenshot. Gate: asset visible, scale sane vs player capsule/pawn.
- **Lighting pass** — Match key light and exposure to look plates. Screenshot-match. Gate: lighting near-pass.
- **Playable slice** — Add minimal controls/collision so a pawn can walk the space (or orbit). Capture a short play Screenshot sequence.
- Package paths: concept → `.blend` → export → `.umap`/Unity scene → playable build or editor play notes.
Oven
Default: Grok Bot tools — GenerateImage / computerUse / browserUse / Shell / Blender MCP if connected / Screenshot. (Swap this one line for Astra / Fable / Claude.)
Done when
- Every stage has a gate Screenshot on disk.
- Playable slice runs (editor play or packaged) with documented controls.
- Look plates still cited; no silent art drift.
- Import scale verified once with a known reference (door height, human proxy, etc.).
Cross-model
Recipe is fixed: concept → graybox → export → import → light → playable, gated by screenshots. Only the OVEN line swaps — DCC/engine automation binds to the host; stage gates and scale check stay the same on Astra, Grok Bot, Fable, or Claude.
LoadOVEN: Default: Grok Bot tools — GenerateImage / computerUse / browserUse / Shell / Blender MCP if connected / Screenshot. (Swap this one line for Astra / Fable / Claude.) Done when: - Every stage has a gate Screenshot on disk. - Playable slice runs (editor play or packaged) with documented controls. - Look plates still cited; no silent art drift. - Import scale verified once with a known reference
--- name: "Concept → Blender → engine pipe" description: "Use when a concept still must become a graybox in Blender then a playable slice in Unreal or Unity." --- # Concept → Blender → engine pipe ## When Use for a linear art→engine pipeline: concept still → Blender graybox → import to Unreal or Unity → lighting pass → playable slice. Trigger when someone asks to "just drop it in the engine" without stage gates. ## Stop - Gate each stage on a Screenshot before advancing. - Do not polish materials in-engine before graybox proportions pass in Blender. - Do not expand scope mid-pipe (new biomes, new characters) without a new look-lock. - Stop on engine license/auth walls; report, do not bypass. ## OVEN Default: Grok Bot tools — GenerateImage / computerUse / browserUse / Shell / Blender MCP if connected / Screenshot. (Swap this one line for Astra / Fable / Claude.) ## Steps 1. **Concept** — Generate or ingest concept stills; run look-lock-first. Gate: locked plates + `LOOK-LOCK.md`. 2. **Blender graybox** — Block scale-correct graybox via Blender MCP (or GUI fallback). Screenshot match to concept silhouette. Gate: graybox shot passes proportions. 3. **Export** — Export FBX/glTF with consistent scale/up-axis. Write import notes. 4. **Engine import** — Import into Unreal or Unity. Place in a blank level. Screenshot. Gate: asset visible, scale sane vs player capsule/pawn. 5. **Lighting pass** — Match key light and exposure to look plates. Screenshot-match. Gate: lighting near-pass. 6. **Playable slice** — Add minimal controls/collision so a pawn can walk the space (or orbit). Capture a short play Screenshot sequence. 7. Package paths: concept → `.blend` → export → `.umap`/Unity scene → playable build or editor play notes. ## Done when - Every stage has a gate Screenshot on disk. - Playable slice runs (editor play or packaged) with documented controls. - Look plates still cited; no silent art drift. - Import scale verified once with a known reference (door height, human proxy, etc.). ## Cross-model Recipe is fixed: concept → graybox → export → import → light → playable, gated by screenshots. Only the OVEN line swaps — DCC/engine automation binds to the host; stage gates and scale check stay the same on Astra, Grok Bot, Fable, or Claude.
