executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
modelsGive a game real 3D models that fit together and run on a phone — free CC0 models from Homie's starter library (Kenney, KayKit, Poly Haven, ambientCG) copied in with their licence, the person's own files checked and made phone-sized, and generated props (a concept image in the game's locked style, then Tripo P1 image-to-3D) and generated rigged characters (…
Independent GitHub snapshot · Automated classification · Original documentation governs
models.mjs import). fal's own MCP server (https://mcp.fal.ai/mcp-relay) reads schemas and prices.
metadata:
providers: fal tripoRead the style skill first: a game's models are made under its decisions (render style, palette, scale,
budgets). Routes, cheapest coherent one first:
assets find, then assets add.assets add --file … --license … (ask whose it is).animate skill's.Commands run from inside the studio: npx --no-install homie-studio assets … (free) and this skill's script for
the paid route: node "${CLAUDE_PLUGIN_ROOT}/skills/models/scripts/models.mjs" <command> (in an app with Homie's
tools: assets_find, asset_add, asset_make, asset_check, asset_lineup, asset_rights).
npx --no-install homie-studio assets find "fox" # CC0 items, phone-sized, with triangles and size
npx --no-install homie-studio assets find "pine tree" --family kenney
npx --no-install homie-studio assets add <id> kenney-cube-pets/animal-fox --height 0.7 --card "Characters/Fox"
One library family per game (cast.family): mixing Kenney with KayKit shows. An added item is COPIED into
games/<id>/public/models/ (never loaded from homie.rocks at runtime), recorded in assets/manifest.json with its
pack, origin and SHA-256, and its pack is credited on the landing's credits page (kindly: CC0 needs no credit).
HOMIE_LIBRARY points at another copy of the library (a folder or an address).
npx --no-install homie-studio assets add <id> --file /path/to/lantern.glb --license own --as lantern --height 0.6
Ask whose it is and under what licence: own, cc0, cc-by-4.0 (with --attribution "<who, where>"),
eula:<store>, market:<listing>, other (with --notes). The file is refused before anything reads it when it
loads anything from an address (an external URI), declares a buffer over the import cap, or is over 64 MB; a
.gltf may bring its .bin and pictures from its own folder only. Then it is made phone-sized (its tier's
triangles and picture size, the pivot at the bottom centre, its height in metres, meshopt geometry, WebP
pictures); the raw file stays in art/<slug>/raw/ (git-ignored; the studio's R2 with media move once it has
storage), never shipped and never committed. FBX, OBJ and .blend: export a .glb first (Blender: File > Export >
glTF 2.0, binary).
node <models.mjs> check # the LOCAL fal key (a free check) and the registry
node <models.mjs> quote <id> --count 3 # concept + mesh, priced live (about US$0.54 a prop)
node <models.mjs> budget <id> --cap 3 # the cap the person agreed to, for this game's models
node <models.mjs> prop <id> lantern --card "Items/Ember Lantern" --what "an iron lantern with a warm ember inside" --height 0.6 --dry-run
node <models.mjs> prop <id> lantern --card "Items/Ember Lantern" --what "…" --height 0.6 --yes # the concept only
# LOOK at art/lantern/concept.*: the thing, whole, in the game's style, on a plain background?
node <models.mjs> prop <id> lantern --mesh --yes # Tripo P1, textured, face_limit 1500; then optimised and recorded
npx --no-install homie-studio assets lineup <id> # true scale, silhouettes, palette drift
prop refuses with no budget, refuses past the cap, and asks
again without --yes. The receipt is written the moment fal accepts the job (art/receipts.jsonl, the
game's art/<id>-models/budget.json); running the same step again resumes it and never pays twice.homie-studio style prompt <id>) with the golden images as
references, on a plain background with even light (baked light is the top quality problem of image-to-3D).FAL_KEY in the shell is what this script pays with. A fal connector (fal's
MCP server signed in from the app) is a separate sign-in the script cannot see: check reports the local key only,
and "no local FAL_KEY" does not mean the connector is signed out. With a key, generate here. With only a connector,
generate there (ask the price first and hold it to the same cap), save the job's receipt as JSON the moment it is
accepted ({ "requestId", "endpoint", "cost" }) and bring the finished file in:
node <models.mjs> import <id> lantern --receipt art/lantern/mesh-job.json --file <the .glb> [--concept <image> --concept-receipt <job.json>] [--kind character] [--height 0.6].
It is refused with no budget or past the cap, writes one receipt line a request id (never twice), keeps the raw file
in art/<asset>/raw/ and records the asset with every step, exactly as a job made here. Never copy a key out of
the connector, and never bring a connector's file in with a bare assets add: the spend and the provenance would
be missing.--concept-again once. Spend the riskiest prop first.references/models.json is the dated registry of endpoints, prices and schemas. Endpoints retire and reprice
monthly: node <models.mjs> registry reads every price again for free; update the registry (--write) when one
moved, and never hard-code an endpoint anywhere else. fal's own MCP server (get_model_schema, get_pricing,
search_models for a newer Tripo version; the art skill says how to connect it) reads the same facts. A paid
run goes through models.mjs when there is a local key; a run made through the connector instead is only finished
when models.mjs import has recorded it (above).tripo3d/... endpoints): one account, prices read live, the receipts above.
Tripo's own CLI and MCP server (tripo-cli, tripo mcp) bill a separate Tripo account in Tripo credits, outside
this skill's budget and receipts, and a free Tripo plan makes its outputs public under CC BY 4.0
(references/RIGHTS.md): keep a game's models on the fal route. The Homie mod (Claude Code) and Homie's hooks (Codex)
hold a tripo generating command or a Tripo MCP tool as a call whose cost cannot be read first.node <models.mjs> mood <id> b --yes (about US$0.035; a target).Library characters first (assets find "knight" --kind character: KayKit's adventurers and skeletons, Kenney's mini
and blocky characters, all CC0 and animated). For one the library cannot cover:
node <models.mjs> character <id> ranger --card "Players/Ranger" --what "a forest ranger: green hooded cloak, leather tunic, a bow on the back" --height 1.45 --like kaykit-adventurers/rogue --dry-run
node <models.mjs> character <id> ranger --card "Players/Ranger" --what "…" --height 1.45 --like kaykit-adventurers/rogue --yes # the concept only
# LOOK at art/ranger/concept.*: one character, whole, in an A-pose, in the game's style, on a plain background?
node <models.mjs> character <id> ranger --mesh --yes # Meshy 7.1 + auto-rig, about US$1.40; then free: optimised, rig mapped, clips retargeted
npx --no-install homie-studio anim preview <id> --asset ranger # LOOK at the preview sheet
--like takes a library character's own thumbnail as the style reference (so a generated hero stands beside the
library's in one look); golden images, when the game has them, come first. The concept is a full body in an A-pose,
front view, plain background (what auto-rigging needs). Humanoids with clear limbs only. The quote reads fal's pricing
API and the model page's add-ons (textures, rigging) and takes the higher. The raw rigged file stays in
art/<asset>/raw/; the shipped character is phone-sized with its skeleton mapped to the standard and the library's
CC0 clips (idle, run, jump, attack, hit, die, ...) retargeted onto it, recorded with both receipts.
npx --no-install homie-studio assets check <id> # phone budgets, the glTF-Validator, licences, staleness, big files
npx --no-install homie-studio assets use <id> <asset> unused # a file the game no longer draws (or cast, prop, environment)
npx --no-install homie-studio assets add <id> --file <model.glb> --license own --lo 0.2 # also <asset>_lo.glb: the same prop at a fifth of its triangles, for the far band (LodProps)
npx --no-install homie-studio assets lineup <id> # pictures in .studio/art/<id>/; look at them
npx --no-install homie-studio assets rights <id> # games/<id>/assets/RIGHTS.md and the credits
npx --no-install homie-studio assets redo <id> <asset> # made again from its kept raw file, free
assets redo runs only the free steps again (today's budgets and render style, from art/<slug>/raw/). A model
drawn black in the game is metal with nothing to reflect: every style but pbr makes models non-metal, and a redo
applies it to one made before. A palette or shape change needs a new concept and mesh (paid), not a redo.
Phone budgets (per asset): a prop 1,500 triangles and 512 px pictures, a hero 8,000 and 1,024 px, one material;
the scene: about 100 draw calls, 150,000 triangles, 48 MB of picture memory, 5 MB of shipped payload. assets check
holds the game to them, and what it adds up is an inventory estimate: the recorded files' own numbers times their
placements. It never ran the game, so procedural geometry, repeated instances, effects and shadow passes are not in
it, and "shipped payload" is every built file gzipped, not what a browser fetched before the first round. Say
"inventory estimate" when you report it; the playtest and perf skills measure the running game and are the real
gate on a phone.
"assets": { "budgets": { "triangles": 4000, "bytes": 600000 } }
(the loader's warnings and the check both read it; hard caps still hold).kind: "texture" or "sky", with its licence and SHA-256): the check lists
shipped pictures that have no record and leaves them out of the sum."inGame": { "maps": "base" } on a record or at the top of the manifest). Declare it only when the game really
calls stylize() with a non-PBR material model on those models; never to make a number pass.unused, and give a reviewer the cast and environment lineups, not the folder.After the lineup, have a FRESH reviewer (the playtest skill's blind review: a new agent that never saw your
reasoning) look at the style board, the golden images and the lineup pictures and score "does every model look
like one game?" from 1 to 10, naming outliers; record it: assets review <id> --score <n> --outliers a,b.
Under 7, or any outlier, those assets need another look.
Every model loads through @homie-rocks/studio/assets:
import { createModels } from '@homie-rocks/studio/assets';
const models = createModels();
const fox = await models.instance('./models/fox.glb').catch(() => models.placeholder({ x: 0.5, y: 0.7, z: 0.8 }));
It refuses an unsafe or oversized file (an external URI, a buffer over the cap, an extension three.js cannot
read) before parsing it, decodes meshopt geometry, clones skinned models properly, and warns in development
when a model is over its budget. Draw each loaded model the way the decisions say, once, before copying it:
stylize((await models.load(url)).scene, style) with the game's style.json (its material model and ink outline,
as the style board drew them). The gem-rush-3d starter shows the whole pattern.
references/RIGHTS.md keeps what the providers' terms say, with read dates. Read the live pages again before
anything commercial is published (registry re-reads prices; terms you read by hand).publish refuses a game with an asset that
has no licence record.