Genex Tool Character
ASecurityYou are building inside AI Game Studio. Below the upstream marker is Genex's character card, with the passages of advice Studio does not ship taken out. Where it disagrees with this preface, this preface wins. - Run every command through `genex__asset`, never `npx genex`. `npx genex creature "<desc>" --polycount 20000 --height 2.4` is `genex__asset {"operation":"creature","prompt":"<desc>", "options":{"polycount":20000,"height":2.4}}`. A repeated `--animation` is one list: `"animation":["Left...
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[](https://www.skillsdirectory.com/skills/genex-games-genex-tool-character)# Genex characters and creatures in AI Game Studio
You are building inside AI Game Studio. Below the upstream marker is Genex's character card,
with the passages of advice Studio does not ship taken out. Where it disagrees with this preface,
this preface wins.
- Run every command through `genex__asset`, never `npx genex`. `npx genex creature "<desc>"
--polycount 20000 --height 2.4` is `genex__asset {"operation":"creature","prompt":"<desc>",
"options":{"polycount":20000,"height":2.4}}`. A repeated `--animation` is one list:
`"animation":["Left Slash","Hit Reaction"]`, at most 16 clips.
- One shot (`creature`, or `character` with `direct-text` or an `image`) needs nobody's pick, so
it suits work nobody watches. The guided flow (`character`, then `character.preview` and
`character.finalize`) stops until the user picks in Studio; Studio adds the approval flags
itself, so never pass `user-approved` or `approve-remesh`.
- `character import <file>` is `character.import` with the game file as `prompt`. `character
animate <id> "<verb>"` is `character.animate` with `id` and the verb as `prompt`;
`--locomotion` is `"locomotion":true` and `--action <clip>` is `"action":"<clip>"`.
`creature.animate` takes a verb, `locomotion`, `video`, `duration` and `lean`; a creature's
catalog clips go on at generation, with `animation`.
- `animations search "<intent>"` is `animations.search` with the intent as `prompt` (no limit or
category in Studio). `character motions <id>` is `character.motions`.
- Every create returns at once: pick it up with operation `wait` and its generationId, never by
running the create again. Never pass `out-dir`, `no-wait`, `no-download` or `json`.
- These lanes are Meshy; Studio has no provider option. A prop, vehicle or building is the model
card's lane (Tripo), or Local Blender's.
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---
name: genex-tool-character
description: Generate a rigged, animated 3D character or creature with `npx genex character` and `npx genex creature`, then give it any move in plain words with `npx genex character animate`. Covers the guided concept-to-final flow, the one-shot direct path, the 8-way locomotion set, and searching the ready-made animation library. Files download to ./assets.
---
# Genex Tools · Character
A rigged humanoid body with animation clips bound to it — the player, an NPC, an
enemy. The output is a GLB with a skeleton and named clips, loadable anywhere.
For a prop, vehicle or building, use `$genex-tool-model`. For a non-humanoid
body plan (quadruped, flier, serpent) use that skill's `model rig` lane — this
one produces biped-shaped bodies.
## From the user's reference images
When the user supplies a character reference, send those images to Meshy:
```bash
npx genex character --image ./front.jpg --image ./back.jpg --texture 8k --polycount 100000 --pose t-pose --no-wait
```
`--image` is repeatable, 1-4 PNG/JPEG views of the same character, one view per
image. Local files must total at most 4 MB; Genex asset URLs also work. Split a
contact sheet into individual views first. This is one shot: it skips concept
generation and rigs the reference-derived mesh. An optional brief is only a
ledger label, not text conditioning. Do not add `--direct-text`, guided
subcommands or their approval flags. Ultra is on by default; select texture
size and face budget for the requested quality. `creature --image` uses this
same route without the player controller pack.
## The guided flow (three steps, one approval each)
Use this when creating a new look from text and a person is choosing it:
```bash
npx genex character "courier in layered clothing"
# → three concept candidates. SHOW them and wait for an explicit pick.
npx genex character preview <concept-id> --candidate 2 --user-approved
# → a 3D preview of that one, four views. Show it; wait for approval.
npx genex character finalize <preview-id> --user-approved --approve-remesh 10000
# → the rigged, game-ready character at that face budget.
```
Each step needs the previous step's generation id. The approval flags are not
ceremony: they record that a person actually looked and chose, and each step
costs credits.
## The knobs (Meshy 7.1 on every lane)
Ultra and 4k textures are the defaults; every knob is priced in the quote:
- `--approve-remesh <faces>` (finalize) / `--polycount <faces>` (one shot):
the rigging copy's face budget, 10000-100000. Moves no cost.
- `--texture 2k|4k|8k` (preview / one shot): 8k is +5 credits.
- `--no-ultra` (preview / one shot): −6 credits, less surface detail.
- `--pose a-pose|t-pose` (one shot): the preferred rest pose.
- `--height <metres>`: 0.5-3, default 1.7.
## One shot
When nobody is choosing:
```bash
npx genex character "courier" --direct-text
npx genex creature "guard, upright stance"
```
`creature` is the same lane with enemy defaults: no approval steps, no player
controller pack (and priced without one). Biped-shaped bodies only. The knobs
above apply.
## Import a character the user already has
```bash
npx genex character import ./knight.glb --height 1.8 # free upload + Uthana auto-rig (finger joints; --no-fingers skips them)
npx genex character animate <id> --locomotion # then the walk/run set — an import has no clips yet
```
Biped humanoid, T- or A-pose, feet on the ground, facing +Z, `.glb` ≤ 30 MB.
**Never rebuild a mesh the user gives you** — import it. The result is a
Uthana-rigged body: verbs, `--locomotion` and `--video` work; the Meshy
catalog and controller pack do not. Non-biped bodies: `npx genex model
import` + `npx genex model rig`.
The same door takes a `npx genex model` result: a humanoid mesh from the
model lane, imported here, is a rigged character without the character
lane's pose QA. If `npx genex character` reports that Meshy's rig failed
pose QA in both rest poses, the platform already did this for you — the
character lands rigged by Uthana, with no controller pack, and the terminal
says so. Animate it exactly like an import.
## Animating it
Say what the character should DO, in plain words — one clip per verb:
```bash
npx genex character animate <character-id> "overhead slam" "parry and recover"
npx genex character animate <character-id> --locomotion # the 8-way walk + run set
npx genex character animate <character-id> "victory pose" --video ./take-3.mp4
npx genex character motions <character-id> # what is installed
```
- `--locomotion` — the full 8-direction walk and run set, 16 clips.
- A movement request by name: `"walk forward"` is ONE clip in the `walk.forward`
slot, `"run"` alone is the 8-direction run set, `"strafe"` is walk left + right.
A boss that only walks at the player needs `"walk forward"`, not the set.
- `--video <file>` — use your own footage as the reference.
- `--duration 5-8` — a longer reference video for a multi-beat move, so it lands instead of rushing. Bills per second.
- `--action <id|query>` — pick a ready-made clip from the library instead of generating.
`npx genex creature animate <id> "<verb>"` is the same lane for an enemy.
Free and spend-free: the command prints its PLAN before anything is charged —
one line per request naming its route and clip count. READ IT: a phrase that
reads as movement expands to a set, and a stance or an attack is one clip.
Show that plan to the user when the cost matters.
A full set nobody's controller plays is generation time and load time spent
on nothing.
## When a batch does not fully land
A batch is not all-or-nothing. Clips that landed are installed and paid for;
the terminal says `N of M clips landed — missing: …` with the exact re-run
command for the missing verbs, and the credits for what did not land come
back. `--json` carries `partial: true` and the `failures` list; `wait --all`
marks the row `partial`. A verb the video model would not film is described
instead, and the batch names it — watch that clip on the character before
calling it done.
## The ready-made library
```bash
npx genex animations search "rifle reload" --limit 10
```
Free. Search by gameplay intent, then bind a result with `--action <id>`. A
library clip costs nothing to generate.
## Cost
Typical: **32** concept · **41** preview · **29** finalize · **64** one-shot
character · **46** creature · **18** import (Uthana auto-rig; the upload is
free) · **46 per clip** for a described move, less for a movement clip and a
little more for one filmed first · **free** for a library search
(1 credit = $0.01). `--texture 8k` adds 5, `--no-ultra`
takes 6 off. Live prices and your balance: `npx genex doctor`.
## Waiting
Character stages take SEVERAL MINUTES server-side, and so does a motion
batch — each clip is its own provider job; a 16-clip set is ten minutes or
more. Do not sit in a foreground wait: pass `--no-wait`, keep building, then
`npx genex wait --all` for one status line each and `npx genex wait <id>` to
pick one up. **Re-running a character command bills a NEW character.**
## Troubleshooting
- **A four-legged prompt came back upright** — the rig here is biped-shaped only. Generate the body with `npx genex model` and rig it with `npx genex model rig --type quadruped` (see `$genex-tool-model`).
- **"Rigged by Uthana instead" on a `character` / `creature` result** — Meshy's rig failed pose QA in both rest poses (armored and heavily clothed bodies do), so the platform auto-rigged the mesh. Nothing to redo: give it moves with `npx genex character animate <id> --locomotion` and plain-word verbs; the Meshy catalog does not apply.
- **`character animate` says the character is still generating** — wait for it first (`npx genex wait <id>`); the animate door only opens on a finished rig.
- **Rigs rest facing +Z.** Set yaw explicitly when you place one, and never mirror a skinned mesh with a negative scale — it inverts the whole thing silently.
- **Out of credits** — Studio keeps the generation's card, which says so and offers Get credits. Never relay the balance, price or refill date, and don't retry.
- **Anything else** — `npx genex doctor`.
Files in this skill
- PREFACE.md
- SKILL.md
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