chore: add skills

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@@ -185,16 +185,49 @@ The project-specific pack, `.agents/skills/blender-skills/blender-director/` —
Do not copy the common packs into the repository: a second copy under a different root is a name collision, and Pi keeps the first one it finds and warns on every start. Add a pack to `~/.pi/agent/skills/<pack>/SKILL.md` (one level down, flat) and it is picked up everywhere; `references/` sits beside them at `~/.pi/agent/skills/references/`.
**All agents must consult the relevant skill packs before starting a task in that discipline.** Each patch section in `TODO.md` lists its suggested skills; the general mapping is:
**Entry point:** `blender-director` — the orchestrator picks the specialist packs in pipeline order and matches a reference photograph before detail work. Start any multi-step Blender task there.
- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`.
- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`.
**Pack index.** Every pack available to this project, grouped by discipline. The 93 common packs plus the project's `blender-director`; `unity-export` and `godot-export` are installed for other projects and unused here, since the project ships Unreal only.
| Group | Packs |
| --- | --- |
| Pipeline entry point | `blender-director` (project pack) |
| Core modelling | `blender-modeler`, `hard-surface`, `prop-artist`, `vehicle-artist`, `character-artist`, `creature-artist`, `sculpting`, `retopology`, `geometry-nodes`, `procedural-modeling` |
| Environment and architecture | `environment-artist`, `archviz`, `set-dressing`, `vegetation-artist`, `scene-assembly`, `collision-proxy` |
| Characters and animation | `character-archetypes`, `rigging`, `animation`, `cloth-sim`, `hair-groom` |
| Materials, light and render | `materials`, `texture-workflow`, `lookdev`, `lighting`, `rendering`, `compositing`, `camera-cinematography` |
| UVs, export and optimisation | `uv-workflow`, `export-pipeline`, `unreal-export`, `asset-optimization`, `lod-pipeline` |
| Physics and VFX | `physics-sim`, `vfx-fx` |
| Review and QA | `qa-review`, plus the `references/` notes below |
| Project direction | `realistic-style`, `historical-worlds` |
| World packs | `apocalypse-worlds`, `biome-worlds`, `fantasy-worlds`, `sci-fi-punk-worlds` |
| Genre art direction | `genre-action-combat`, `genre-card-party-idle`, `genre-metroidvania-roguelike`, `genre-narrative-vn`, `genre-open-world-sandbox`, `genre-puzzle-platformer`, `genre-racing-sports`, `genre-rpg`, `genre-shooter`, `genre-soulslike`, `genre-stealth`, `genre-strategy-sim`, `genre-survival` |
| Mood art direction | `brutalist-mood`, `cozy-wholesome-mood`, `dark-gritty-mood`, `dream-surreal-mood`, `neon-retrofuturism`, `noir-style` |
| Style art direction | `analog-found-footage-horror`, `anime-style`, `body-horror-style`, `cartoon-style`, `chibi-style`, `comic-book-style`, `cosmic-eldritch-horror`, `dream-weirdcore-style`, `folk-horror-style`, `frutiger-aero-style`, `hand-painted-style`, `hd-2d-style`, `horror-style`, `indie-horror-aesthetics`, `isometric-style`, `liminal-space-style`, `lowpoly-style`, `manga-style`, `mascot-puppet-horror`, `minimalist-style`, `painterly-style`, `pixel-art-style`, `psx-horror-style`, `retro-16bit-style`, `retro-8bit-style`, `stop-motion-craft-style`, `stylized-style`, `vector-style`, `visual-console-eras`, `voxel-style` |
| Other engines (unused) | `unity-export`, `godot-export` |
**All agents must consult the relevant skill packs before starting a task in that discipline.** Each task section in `TODO.md` names its suggested skills; the general mapping is:
- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `prop-artist`, `sculpting`, `retopology`.
- **Vehicles** — `vehicle-artist` with `hard-surface`, `collision-proxy`, `lod-pipeline` (the `0.3.0` car).
- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`, `environment-artist`.
- **Characters and animation** — `character-artist`, `rigging`, `animation`, `cloth-sim`, `hair-groom` (the MPFB `AGigLineNPCPerson` prefab; `character-archetypes` for crowd variety).
- **Materials and textures** — `materials`, `texture-workflow`, `lookdev`.
- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`).
- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`), `asset-optimization`, `lod-pipeline`.
- **Collision** — `collision-proxy` (UCX/UHX naming, hulls, simple colliders).
- **Scene assembly / optimization** — `scene-assembly`, `asset-optimization`, `lod-pipeline`.
- **Lighting and rendering** — `lighting`, `rendering`, `lookdev`, `compositing`, `camera-cinematography`.
- **Blender-side physics and VFX** — `physics-sim`, `vfx-fx`.
- **Review and QA** — `qa-review`, `references` (reference-image-match and visual-match checklists), `camera-cinematography` (matching reference camera angles).
**Reference notes.** `~/.pi/agent/skills/references/` sits beside the packs and holds the checklists they cite:
- `asset-pipeline.md` — the stage order every asset follows.
- `reference-image-match.md` and `reference-analysis-template.md` — match the camera and write the analysis before micro-detail when a photograph drives the asset.
- `visual-match-checklist.md` and `validation-checklist.md` — the two gates before an asset is called done.
- `naming-conventions.md` and `polycount-budgets.md` — names and budgets to hold to.
- `mcp-integration.md` and `mcp-tools.md` — the packs' MCP tooling, **not used here** (see the caveat below).
**Caveat:** the skill packs assume MCP-driven interactive Blender. This project runs Blender headless via scripts in `Tools/` — use the skills as method guides (checklists, naming conventions, proportions, validation steps), not for their MCP tooling. The headless scripts remain the execution path.
## Unreal Engine skills
@@ -224,6 +257,24 @@ The general mapping to this project's work:
One router skill, `cpp` (MIT, [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`), lives at `.agents/skills/cpp/` and covers general C++11 through C++23 against the C++ Core Guidelines. It detects the project language standard from the build system (**C++20** for this project, from the UBT compile flags), then loads the matching standard reference plus the topic references the task touches. Load it for any C++ work that is not Unreal-specific; the UE skills supersede it for engine API questions.
## Skill roots and provenance
Every skill pack is agent instruction, never game code or an add-on, and none is committed: `/.agents/skills/` is gitignored. The runtime discovers packs from these roots:
| Root | Packs | Source |
| --- | --- | --- |
| `~/.pi/agent/skills/<pack>/SKILL.md` | 93 Blender packs, flat, one level down | [blender-skills](https://github.com/arjun988/blender-skills) 1.3.0, MIT |
| `~/.pi/agent/skills/references/` | shared notes beside the packs, not a pack | same |
| `.agents/skills/blender-skills/blender-director/` | 1 project orchestrator | project-specific |
| `.agents/skills/ue-*/` | 31 Unreal Engine 5.8 C++ packs | [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills) `f3742d7`, MIT |
| `.agents/skills/cpp/` | 1 C++ router | [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`, MIT |
| `~/.agents/skills/` | user-level packs shared with other projects | local |
- `.agents/skills/skills.manifest.json` records every installed source, commit, target and local patch, with `LICENSE-unreal-engine-skills.txt` and `LICENSE-skill-cpp.txt` beside it. Keep the manifest current when a pack is installed, upgraded or removed.
- The upstream Blender clone sits at `~/.agents/skills/blender-skills/` (`git remote https://github.com/arjun988/blender-skills.git`, 94 packs under `.claude/skills/`). `~/.pi/agent/skills/` is the installed copy the runtime actually reads and holds 93 of them; `blender-director` is kept project-local because it names this project's tools and stages.
- Because the packs are gitignored, a fresh checkout has none of them: every task must stay doable from the scripts in `Tools/`, `Geo/tools/` and `Art/blender/`, with the packs only guiding method.
- User-level packs: `de-ai-writing` strips AI-writing tells from `Docs/`, `CHANGELOG.md` and `MEMORY.md` prose; `hf-cli` (Hugging Face Hub CLI) and `reverse-engineer-anything` (REA for shipped binaries and packaged builds) are not part of this pipeline and are loaded only when the task is actually about them.
## Licensing & Distribution
- Publish project-owned code under a chosen open-source license.