Rigged rowing-game character from a concept sheet
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A workflow for making game-ready 3D characters with Opus 5.5. A concept sheet is split into views, turned into a model in Tripo, rigged and animated in Blender through Python scripts in Claude Code, and used in a Unity browser game.
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rig model.glb for animation. run blender headless with python scripts only and save every script so you can rerun it 1. apply all transforms, merge duplicate verts, scale to [height] m, feet on the floor 2. render orthographic front and side views with a grid, open them and write the joint positions (hips, spine, neck, head, shoulders, elbows, wrists, knees, ankles) to joints.json 3. build the armature on those joints. long cloth below the hips (cape, coat skirt) gets 2 bones of its own, front and back, children of the hips 4. bind with automatic weights, then fix them with rules in code: torso, collar, scarf and coat get 0 on the arm bones, the head bone moves only the head and hair, belt and pouches go 100% on the hips, the skirt goes on the cape bones, max 4 bones per vertex, normalize 5. pose test: arms up 90, arms forward 60, a step with each leg, a head turn. render each pose front and side, open the renders, list every spot where the mesh tears or stretches, fix the weights there and render again, max 3 rounds 6. export fbx
Source: the creator's reply under the post. Kept in its original language, unedited.
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Original post: https://x.com/0xKense1/status/2117273092284112963
All works are open data at GitHub · awesome-opus-5.5-video.
Model attribution is as stated by the creator and was not independently reproduced. View counts are a snapshot from 2026-11-04. The work belongs to its creator; DM @GoSailGlobal on X for corrections or removal.
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