build-schematic-models

Design and approve complete dimensioned mechanical schematics, construct independent parts, then assemble and review editable and portable articulated models. Use for vehicles, devices, vessels or sim

SKILL.md

GitHub

Build Schematic Models

When to use

Use for dimension-driven mechanical objects whose components must remain separately modeled and articulated. Route buildings to build-floor-plan-models; finished clips and game-engine behavior follow their own workflows.

Workflow

  1. Resolve this skill and the selected SCHEMATIC_TO_MODEL pipeline. Read STYLE.md and .styles/.pipelines/schematic-to-model/PIPELINE.md from the Hephaera installation. Preserve engine/default selection; a prompt override stays task-local. Read MEDIA.md only for generated reference media actually in scope. Inspect configured external libraries before replacement work, using only project-local copies with rights evidence.
  2. Capture purpose, dimensions, materials/appearance, internal systems, moving parts, inspection needs, detail, tolerances and finite budgets. Author the pinned Bubo assembly design/profile with stable definitions, physical instances, subassemblies, local frames, interfaces, joints, mechanisms, terminals and routes. Declare observations, assumptions, unresolved or simplified systems before approval; references do not supply dimensions automatically.
  3. Use schematic-to-model.sh init with exact design rights and process limits, then validate and preview. Show the complete dimensioned orthographic/section/exploded package, BOM, connections and part/assembly/flexible-rig sheets together. Record actual whole-package human approval with record --kind whole-assembly-design. Revisions create a new version with retained parent ancestry and invalidate dependent approval/evidence.
  4. Use doctor, explicitly select an existing supported Blender, then build-parts, assemble and prove-motion in order. Require an approved v2 design/profile and independently verified parts. Retain every physical occurrence separately, even when identical definitions share geometry. Verify supported joints/coupled mechanisms and real owned wire/hose/spring/belt deformation against approved interfaces, sampling, clearances and limits. Use only Bubo's audited fixed bundle; report unavailable tool/host enforcement without installation, arbitrary scripts or fallback.
  5. export --author ID, then review. Compare actual rest/diagnostic raw and independently re-imported GLBs with approved geometry, quantities, materials, hierarchy, local precision, pivots, skins and channels. Review every exterior/internal/exploded view and every diagnostic sample. Record independent model review, then separate actual human-model acceptance using exact current artifact identities. status inspects freshness and retained failures; synthetic tests never supply human acceptance.

Output

Deliver editable source, animation-free assembled GLB, approved schematics/BOM, component/mechanism metadata and a separately labeled diagnostic-motion package in non-runtime staging. Every component stays separately addressable. Sampled readiness is not manufacturing, circuit/physics or continuous-collision certification, finished animation, engine behavior or asset promotion.

For later animation, resolve build-model-animations and explicitly use the current preserve-only mechanical-assembly handoff. Preserve mixed rigid/flexible identities and rig ownership; source-state changes invalidate the descriptor. Existing motion profiles and separate motion/human runtime reviews remain in force. No operation here copies a model into a game.

Read commands/BUBO_ARGUMENTS.md (Schematic to model) in the installation for host flags and policy receipts. As each native stage becomes relevant, read its maintained contract under runtime/bubo/resources/schematic-to-model/: README.md for design, PARTS.md for independent construction, ASSEMBLY.md for articulation and EXPORT.md for portable verification/review/handoff. Do not duplicate their schemas in task instructions.