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Found 39 Skills
Decompile a Blitz3D game to readable Blitz source with B3DDecomp and port what it does to another engine. Covers SCP - Containment Breach-era and other .bb games, B3DDecomp, Blitz3D runtime behaviour (fixed tick, Animate, CurveValue, Euler angles, quaternions, Rnd), animated .b3d models (viewmodels with bones and keyframes) into Roblox, and where to stop (builds protected against decompiling, games and assets the user has no rights to). Use when a Blitz3D game's code or animated models are needed.
Use when making motion graphics with Layer: a logo reveal or sting, an idle logo loop, animated titles, lower thirds, an end card or CTA card, kinetic type, or a branded intro or outro for a trailer or ad. Also when a reveal lands on a distorted logo, when generated lettering comes back misspelled, or when text must move without keyframes. Keywords: motion graphics, logo reveal, logo animation, sting, title card, lower third, end card, kinetic typography, intro, outro.
Add particle effects (smoke, fire, sparks, magic, glow, dust, snow, drips, bubbles, bursts) to Blockbench models with MCP tools. Covers Bedrock/Snowstorm particle JSON, presets and design knobs, locators, particle keyframes on animations, Blockbench's Animate-mode preview, and delivery to Bedrock resource packs (client entity particle_effects) and GeckoLib, plus fallbacks for glTF, Java block and Hytale targets that cannot carry particles. Use when a model needs an emitter, VFX, particle effect, locator, Snowstorm file, particle_effects keyframe, or effect polish in a deliverable.