/** * The `importing-metahumans` skill: an Epic MetaHuman glTF export (UE 5.7, the smorchj/metahuman-to-glb * pipeline) brought in as the engine's high-res player — the GLB preparation, the retarget and * helper-joint fixes, the material upgrades, lip-sync, and the numeric verification. Distilled from a * lab game (Epic's "Bo" preset, September 2026) whose agent met every failure the skill now names by * symptom: a model that loads as nothing (Draco), a face and body animating apart (three skeleton * copies), arms crossed into the chest (A-pose bind vs Mixamo's T-pose), a shirt torn at the armpits * (pose-driven helper joints), hair left behind by a head turn (unskinned cards), tinted skin (rig * masks in COLOR_0) and black eyes (the eye shell's UVs). * * Same contract as `blender-level-skill-files.ts`: a pure function returning file contents, * registered in `SHIPPED_SKILLS` (project.ts). The code the skill relies on — the runtime module * (`src/work/metahuman/`), the GLB scripts, the lip-sync tool and the verification rig — ships in the * package's `assets/metahuman/` and lands at the project root through `bitmagic tools install * metahuman` (`tools/bundles.ts`), so the skill only ever names files the package holds * (`__tests__/metahuman-assets.test.ts` checks that). * * Backticks and `${` are escaped for the template literal; `project-files.test.ts` checks the rendered * frontmatter and that no escape leaks into the output. */ export declare function renderMetaHumanSkill(): string;