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Game Vfx Mesh Workflow

by hgvgfgvh · GitHub ↗ · v1.0.0 · MIT-0
cross-platform ✓ Security Clean
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Install in OpenClaw
/install game-vfx-mesh-workflow
Description
Builds game VFX with mesh shell + scrolling texture + engine animation (dead model, live texture, engine math). Covers 2.5D billboard rules, 631 color, point...
README (SKILL.md)

Game VFX: Mesh + Texture + Engine Math

Core Philosophy

3D 软件造壳,AI/贴图画皮,引擎赋魂。

VFX ≈ 简单 Mesh(塑料外壳)× 滚动贴图(活涂装)× 引擎数学(缩放/旋转/淡出/错开)

Do not render finished FX in DCC or rely on TyFlow/Houdini for indie iteration. Do not replace textures with pure procedural noise2d() unless prototyping.

Standard Pipeline

Step Input Output
1. Mesh CC0 VFX pack or Godot primitives (Plane/Cylinder/Torus) UV-ready shell
2. Texture AI seamless noise or CC0 sprite sheet (Kenney placeholder) Alpha/mask + detail
3. Shader sampler2D + UV scroll + style grade Visible texture shape
4. Code Tween scale / rotation / intensity / stagger Timed performance
5. Anchor Node under Player at feet (y≈0) or chest Correct bind point

AI Texture Prompt Hints

Generate seamless, high-contrast masks suitable for UV scroll:

  • seamless jade ink wash noise, high contrast alpha, tileable, 512x512, no background
  • seamless magic energy noise, soft core bright edges dark, tileable
  • Avoid illustrative single-frame art; need tileable mask/energy maps.

Drop into assets/textures/vfx/ and assign to albedo_texture in shader.


Composition: 点 · 线 · 面

Element Role Mesh Texture examples
Base area, 60% main color Horizontal plane, large billboard circle, smoke, magic
线 Direction, trail, ink stroke Thin billboard, ground trace plane slash, trace, scratch
Accent sparkle, scatter Small billboards star, spark

Layer with staggered delays (0.05–0.18s). Never spawn everything at t=0.


Color: 631 Rule + Contrast

Share Role Usage
60% Main attribute color Pool, rings, body aura
30% Secondary (adjacent hue) Mist, inner glow, edge wash
10% Accent (warm/high sat) Gold stars, white core flash

Ink black (墨痕) is not part of 631 area — use as contrast edge (like bubble black rims): small coverage, high opacity.

Extended formula (fluid/magic):

主色冷色大面积 + 辅色邻近/弱对比 + 微面积色散高光 + 极小面积点缀色

For ink-wash projects: main = jade/teal; secondary = blue-purple mist; accent = warm gold; ink = near-black.


2.5D / Fixed Camera Rules (Critical)

Orthographic oblique camera (e.g. offset (20, 22.5, 20)) breaks many free-3D assumptions.

Do Don't
Horizontal PlaneMesh for ground FX Vertical ring only visible as line
Billboard planes for body FX (look_at camera) Cylinder/Torus body (shows caps, hides UV)
Texture discard on low alpha (if mask \x3C 0.025: discard) Uniform green fog without texture shape
Texture drives mask; shader tints Procedural ring mask *= ring covering texture
blend_mix + ink grade for main layers Full-scene neon blend_add
blend_add only for accent/core layer
Anchor ground at y ≈ -0.93 (feet), slightly above ground plane Same Y as ground (z-fight)

Billboard facing (Godot 4):

node.look_at(camera.global_position, Vector3.UP)
node.rotate_object_local(Vector3.RIGHT, -PI * 0.5)
node.rotate_object_local(Vector3.FORWARD, yaw_offset)

Godot Implementation Pattern

Shader Split (3 materials max)

Shader Render Purpose
heal_vfx_layer.gdshader blend_mix Main layers: 4-tone grade, UV scroll, optional expand
heal_vfx_ink.gdshader blend_mix Black ink strokes/splashes
heal_vfx_add.gdshader blend_add Gold/white accent only

Key uniforms: albedo_texture, scroll_speed, effect_time, intensity, expand_progress, tone_dark/mid/bright/accent.

Script Structure (heal_mesh_effect.gd reference)

HealEffect (Node3D, y=1.0 on Player)
├── Ground: pool + rings (horizontal planes)
├── Body: twirl billboards ×2 crossed yaw
├── Mist: secondary billboard (30%)
├── Ink: splashes, strokes, traces, rising flecks
└── Accent: core add + star billboards (10%)

API: trigger_heal() with cooldown; _process updates effect_time + billboard facing.

Tween Rules

# CORRECT — lambda passes float to intensity
_tween.tween_method(func(v): mat.set_shader_parameter("intensity", v), 0.0, 2.0, 0.3)

# WRONG — bind appends args; float hits wrong parameter
_tween.tween_method(_set_intensity.bind(mat), 0.0, 2.0, 0.3)  # breaks in GDScript 4

Return type for tween_method: MethodTweener, not Tween.

Typed arrays for texture pick:

const SPARK_TEX: Array[Texture2D] = [TEX_A, TEX_B, TEX_C]
var tex: Texture2D = SPARK_TEX[i % 3]

New Skill Checklist

Before shipping a VFX, verify:

  • Texture visible in isolation (not hidden by procedural mask / fresnel kill)
  • Body elements face camera in 2.5D
  • 631 color balance readable on project background
  • Ink/contrast layer present if style is ink-wash
  • Staggered layer timing
  • preload() textures; sync effect_time on all materials
  • No dependency on sky/SDFGI/volumetric fog for this project style
  • Headless load / in-game Q test passes

Anti-Patterns (Learned in game02)

Failed approach Why
GPUParticles + Kenney without billboard Side-on quads invisible in 2.5D
Cylinder aura Top cap reads as geometry, not texture
Pure noise shaders No craft; flat green fog
Procedural ring × texture Texture shape lost
Stacking 10+ layers same hue Monotone, no 631
Tween.bind() for multi-arg setters Runtime type errors

Reference Implementation (game02)

Asset Path
Effect script scripts/heal_mesh_effect.gd
Layer shader shaders/heal_vfx_layer.gdshader
Ink shader shaders/heal_vfx_ink.gdshader
Add shader shaders/heal_vfx_add.gdshader
Textures (placeholder) addons/kenney_particle_pack/
Scene hook Player/HealEffect in scenes/main_3d.tscn

Kenney mapping for heal: smoke_06 pool, circle_05 ring, twirl_02 body, light_03 halo, magic_02 mist, magic_04 core, star/spark accent, scratch/scorch/slash/trace ink.

For extended pitfalls and environment constraints, see reference.md.

Usage Guidance
Install this if you want reusable guidance for Godot 2.5D VFX. Be aware it may trigger for fairly general Godot combat or magic-effect prompts, so use it when that workflow is actually relevant.
Capability Assessment
Purpose & Capability
The artifacts coherently teach a Godot game VFX workflow using mesh shells, scrolling textures, shaders, billboards, tweens, color composition, and related anti-patterns.
Instruction Scope
The activation description is somewhat broad for Godot VFX and combat-effect requests, but the runtime guidance stays within the stated VFX workflow and contains no hidden role changes, unsafe automation, or unrelated agent instructions.
Install Mechanism
The package contains only two Markdown files, declares no dependencies, no executable scripts, no install hooks, and no API key requirement.
Credentials
The guidance asks users to place textures in a game project and adjust Godot shaders/scripts, which is proportionate to creating visual effects; no local indexing, credential use, or network automation is requested.
Persistence & Privilege
No persistence, background workers, privilege escalation, credential/session handling, or automatic file mutation is present.
How to Use
  1. Make sure OpenClaw is installed (local or Docker)
  2. Run the install command in chat: /install game-vfx-mesh-workflow
  3. After installation, invoke the skill by name or use /game-vfx-mesh-workflow
  4. Provide required inputs per the skill's parameter spec and get structured output
Version History
v1.0.0
- Initial release of the game-vfx-mesh-workflow skill. - Covers a full pipeline for implementing 2.5D VFX in Godot using mesh shells, scrolling textures, and engine animation. - Details 631 color rule, 点线面 (point-line-surface) composition, and ink-wash grading for stylized effects. - Includes Godot-specific shader, script, and layering patterns; provides best practices and anti-patterns gathered from production. - Features setup checklists, asset references, and practical prompts for AI-generated seamless textures.
Metadata
Slug game-vfx-mesh-workflow
Version 1.0.0
License MIT-0
All-time Installs 0
Active Installs 0
Total Versions 1
Frequently Asked Questions

What is Game Vfx Mesh Workflow?

Builds game VFX with mesh shell + scrolling texture + engine animation (dead model, live texture, engine math). Covers 2.5D billboard rules, 631 color, point... It is an AI Agent Skill for Claude Code / OpenClaw, with 30 downloads so far.

How do I install Game Vfx Mesh Workflow?

Run "/install game-vfx-mesh-workflow" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.

Is Game Vfx Mesh Workflow free?

Yes, Game Vfx Mesh Workflow is completely free, licensed under MIT-0. You can download, install and use it at no cost.

Which platforms does Game Vfx Mesh Workflow support?

Game Vfx Mesh Workflow is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).

Who created Game Vfx Mesh Workflow?

It is built and maintained by hgvgfgvh (@hgvgfgvh); the current version is v1.0.0.

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