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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

  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.

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
Copy SKILL.mdRaw SKILL.md
---
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.

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