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11 changes: 11 additions & 0 deletions .claude/skills/asset-gen/TRIPO_PIPELINE.md
Original file line number Diff line number Diff line change
Expand Up @@ -80,6 +80,17 @@ tripo_gen.py text ... --dry-run # plan + est credits, no API call
## Credits / timing (measured)
- Full humanoid gen→rig→1 retarget ≈ **~100 credits, ~3 min**. rig-check is free. The whole
humanoid+creature validation run cost **215 credits**.
- **Bulk-library measured rates (2026-07-21, 68-asset run, issue #1628):** P1 lowpoly gen ~40 cr /
~75 s; biped rig+walk/idle ~45 cr / ~50 s; 4-clip biped total ~105 cr / ~3.5 min; v3.1 boss gen
~45 cr but SLOW (~4–5 min — split gen and rig stages across shell-timeout boundaries); static
P1 prop ~40 cr. Failed retarget submits error in ~1 s and charge nothing.
- **AVIAN rigs have NO working retarget presets (2026-07-21, probed exhaustively):** `walk`, `idle`,
`fly`, `flying`, `fly_forward`, `flap`, `soar`, `glide`, `hover` all fail error 1004 on an avian
rig. Quadruped/hexapod/octopod get `walk` only (`idle` unsupported). Plan avian units as
rigged-but-clipless (static/perched) or hand-animate later.
- rig-check can return `riggable:true, rig_type:"others"` (a brain-on-legs devourer did) — the rig
then aborts. Fix: REGENERATE with explicit body-plan phrasing ("quadruped, on all fours") — the
regen rigged cleanly. ~40 cr cheaper than fighting the rigger.

## Unity consumption (critical — see also the Unity section of `SKILL.md`)
- Import the rigged/animated FBX as **`animationType = Generic`, NOT Humanoid.** Tripo's bone names
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