Mage casting and reusable VFX
Godot · Layered sigils and casting · New preview awaiting review

Creative goal
Package attacks, spells and auras as native scenes, skill guidance and validation records reusable in future games, with presentation kept separate from damage logic.
Connect a Hyper3D mage casting animation to charge, flight, contact, aura and sound, retaining six reusable native presets.
Models and versions
Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.
- Planning
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Planning stage; the original character spell study and its revision - Production
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Production stage; the original character spell study and its revision - Code
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Code stage; the original character spell study and its revision - Reference
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Reference stage; the original character spell study and its revision - Media processing
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Post-production stage; the original character spell study and its revision - Review
- Unknown · Reasoning effort:Unknown
No independently verifiable accepted task model and reasoning configuration was obtained; attribution is not inferred from output.
Review stage; the original character spell study and its revision
Version history
- Unpublished submission draft ·
Prepared historical baseline evidence, explicit limits and a bilingual candidate; no publication, merge or deployment.
- Procedural six-preset v4 · Draft candidate ·
Updated the candidate to an original procedural character, six presets, a 16-second film and a validated source ZIP; bound the actual source commit while preserving Unknown stage attribution and untested items. Not deployed.
- Hyper3D audiovisual revision · Draft candidate ·
Included and attributed the existing model under user authorization; added event audio, the native package, audio save/reopen, Windows export and the standalone Shader manual. Preserved historical research and untested boundaries.
- Layered aura and softer magic sound · Draft candidate ·
Split the aura into three layers and add an illustrated manual. Two feedback rounds replaced beep-like cues and lowered gain by 6 dB; native footage was rerendered and the final project revalidated. History is retained; not deployed.
- Mage motion and ritual arena revision · Draft candidate ·
Feedback adds body/shoulder/wrist support motion, circulating particles, sigil inclinations, a smaller contact core and a stone ritual arena. Platform height was corrected; footage was rerendered and the project revalidated. Historical failures and untested gates are retained; not deployed.
- Close sigil and balance candidate · Preview ·
Preserved current complete motion candidate; corrected close framing/spatial gain and reused the wide shot. New preview uses the existing player; public kit excludes model/PBR; audiovisual/final CI gates remain open.
English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.
Prompt
Reuse six presets in the same Godot project; bind an authorized model to casting bones and audio events. Retain editable parameters, native film, a reopenable project and explicit acceptance boundaries.
Reusable production instructions for reproduction, not a verbatim private conversation.
Software and tools
- Host version readback
- Godot 4.7.2.stable.official.ed1daf0bf
- Adapter version readback
- dcc-mcp-godot 0.9.12 · Editable installation; VFX is an unreleased candidate
- Core
- dcc-mcp-core 0.20.48
- Server
- dcc-mcp-server 0.20.48
- Post-production tool version readback
- FFmpeg 8.1.1-full_build-www.gyan.dev
- Film renderer scope
- Native frames from desktop Godot Forward+; not Web or physical-phone acceptance
- Current source and Skills scope
- dcc-mcp-godot 0.9.12 · godot-vfx / godot-shader · 304e036575349b0b7f54f6c46d8a4be7667c6e4d · Draft
godot-vfx / godot-shaderExisting skills and templates provide six native presets, a mage demo and parameter guidance; this MCP bridge run remains blocked by ownership_conflict.
Godot Movie Maker / FFmpegNative picture and sound from three separate performances joined by two hard cuts; no retiming, final fade, AI frames or post-added cues. Fixed-rate capture does not establish realtime fps.
Adapters and related projects
Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.
Step-by-step process
Reuse the authorized mage
The film uses the existing Hyper3D mage and Kay Lousberg CC0 motion, preserving the current balance candidate. Public source uses an original procedural character and includes no model/PBR.
Compose six presets
Mesh fire, particle fire, slash, impact, aura and projectile reuse the existing gallery and lifecycle contracts and can be copied into game projects.
Bind casting and actual contact events
Charge, release and contact drive both visuals and sound. Tests cover seven releases, six contacts and one miss; misses have no contact feedback.
Record native and media evidence separately
Retain six-preset, save/reopen and extracted-ZIP execution results, while separating film decoding, model frame review and human visual acceptance.
Open, edit and save/reopen
Run project.godot in the public kit; MANUAL.md explains tint,radius,duration,auto_free,speed,lifetime and sound_gain_db. Check Cast and RightCastSocket before importing your authorized character; presentation does not own damage authority.
Models and evaluation records
Public examples, not a blind evaluation set or leaderboard. Missing values stay unrecorded and are not averaged or ranked.
No runs under a shared protocol are recorded yet; historical attribution remains in the existing stage-specific records.
- Exact model version
- Not recorded
- Run hardware
- Not recorded
- Seed / attempt
- Not recorded
- Wall time / tool calls
- Not recorded
View original checks and limits · Machine-readable records · Comparison protocol
Model preview is not enabled: eligible assets and complete ecosystem evidence are still required.
Results
Verification and boundaries
| Check | Result | Observations and supporting evidence |
|---|---|---|
| New preview and local project | Passed | The local38-file mage project passed save/exit/separate-process reopen and Windows export launch; all450 frames decoded and51 samples reviewed; mean -28.8234dBFS,peak -7.7633dBFS,no clipping. |
| Human audiovisual review | not_run | Prior motion/VFX failed acceptance. The new preview awaits human natural-speed audiovisual review; at12.667s the ring approaches the lower caption. |
| Public procedural source kit | Passed | The34-file source kit excludes model/PBR; fresh import,procedural character,six presets,audio save/reopen and Windows export launch all passed. |
| MCP tool bridge | not_run | blocked: the current bridge could not complete because of ownership_conflict; no successful MCP tool-call acceptance is claimed for this run. |
| Native keyboard and mouse input | not_run | Ordinary keyboard and mouse acceptance was not run; scripted casting and count assertions do not replace it. |
| Godot Web export and interaction | not_run | This candidate is limited to a film and native source; Web export and browser game interaction acceptance were not run. |
| Physical-phone execution | not_run | No physical-phone run was performed; desktop rendering does not establish phone behavior. |
| Game-scale concurrent performance | not_run | Frame time, GPU memory and target-device budgets for game-scale concurrent effects were not measured. |
| Deployed bilingual player | not_run | Not deployed; playback, pause, seeking and resource downloads on deployed English or Chinese pages were not verified. |
Evidence limits
- This revision is a production preview awaiting audiovisual acceptance; it is not merged,deployed or accepted as final.
- Full reference motion was inaccessible; local exposure,motion naturalness and quality still need human review.
- Public source excludes Hyper3D model/PBR; the full mage project stays local because provider redistribution entitlement is unverified.
- This MCP bridge run is blocked by ownership_conflict; native engine success is not MCP call success.
- The effects are presentation components; damage, authoritative hits, input buffering and gameplay combo windows are not implemented.
Last reviewed: 2026-10-28
Project files
Choose a project, reproduction package or exported resource. Before use, review this case's software versions, dependencies, format boundaries and rights.
- Procedural VFX source ZIP (no model/PBR)ZIP · 472.9 KiBDownload project
Resources and rights
- 15-second new native preview
- Native hero image
- Production and reproduction guide
- Machine-readable validation
- File inventory and hashes
- Rights and sources
- Public media evidence
- Self-contained Shader manual
Source:Source and code
Source commit:304e036575349b0b7f54f6c46d8a4be7667c6e4d
License scope: Original source/effects/docs use MIT; rendered-output,Hyper3D assets and CC0 motion rights are recorded separately.
Rendered character:Hyper3D Rodin Gen-2.5; motion:Kay Lousberg(CC0),local retarget/contact constraints; Godot VFX/audio:DCC-MCP contributors. Public kit does not redistribute model/PBR.