Skip to main content
skill CX Codex

threejs-3d-generator — Claude Code skill: 3D assets for Three.js

Generates 3D assets for Three.js games through the Tripo API: text or image to model, with texturing, rigging and animation, saved as GLB or FBX.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a claude-code
Open on GitHub

What threejs-3d-generator does

The skill drives the Tripo API from a single Python script, scripts/threejs_3d_asset.py. Subcommands cover text to 3D, image to 3D, task status, download, postprocessing and a full character pipeline. Postprocess types include texture_model, animate_prerigcheck, animate_rig, animate_retarget, conversion and stylize_model.

Credentials come from --api-key or the TRIPO_API_KEY variable, which keeps keys out of the repo and out of game code. Run probe to see SET or MISSING. Download links expire fast, so grab the files as soon as a task finishes. With --checkpoint PATH the script records task IDs and stage status, and an interrupted job is continued through resume instead of being resubmitted.

Rigging is where the spend goes wrong. Ask for a full-body T-pose or A-pose, one fused mesh, with --quad and --generate-parts left off: the first forces FBX output, the second blocks texturing. Run animate_prerigcheck before anything paid, since it costs nothing and reports rig_type. A riggable=false result means the pose needs a regenerate, not a forced rig.

What it helps with

  • turn a text prompt into a game-ready GLB
  • build a model from a concept image
  • auto-rig a character and retarget animations onto it
  • cut a model down to low-poly with a face limit
  • restyle an existing asset into a voxel or LEGO look

Example prompts for the agent

  • Generate a hover bike with threejs-3d-generator and download the GLB into assets/models/hover-bike
  • Check whether TRIPO_API_KEY is visible: python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe
  • Run the character pipeline but stop after the model so I can check the preview

How to install threejs-3d-generator

1Skills CLI (Vercel)

npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a claude-code

2Manually: put the files in place

~/.claude/skills/threejs-3d-generator/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/threejs-3d-generator/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about threejs-3d-generator

How do I install threejs-3d-generator in Claude Code?

Run npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a claude-code. The skill file then sits at ~/.claude/skills/threejs-3d-generator/SKILL.md.

What does threejs-3d-generator do?

It runs Tripo API jobs from a Python script: text to 3D, image to 3D, texturing, rigging, animations, format conversion to GLB or FBX, and stylization.

Does it work without a Tripo API key?

No. The script reads --api-key or TRIPO_API_KEY, and probe prints MISSING when neither is set. A key set only in a shell profile can be absent from the process environment.

Source text

SKILL.md · MIT
---
name: threejs-3d-generator
description: "Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API. Use for text-to-3D, image-to-3D, game-ready GLB/FBX, characters, creatures, buildings, props, weapons, terrain, auto-rigging, animation retargeting, model texturing, voxel/LEGO stylization, and low-poly conversion. Pair with threejs-image-generator for concept and texture references first."
---

# Three.js 3D Generator

Production 3D assets for browser games, prepared for Three.js. Provider: Tripo.

Resolve `<this-skill-dir>` from the actual loaded skill file. Resolve sibling skills beside it first, then use the runner's discovered paths. Do not mix installed versions or assume a particular home directory.

## References

| File | Read it when |
| --- | --- |
| `references/api-notes.md` | endpoint and task decisions, model versions, polling, postprocess, conversion, rigging, animation, downloads |
| `references/threejs-integration.md` | importing outputs into a browser game, GLB/FBX loading, root motion, animation wiring |
| `references/image-generator-workflows.md` | pairing `threejs-image-generator` for concepts, textures, UI art, or image-to-3D inputs |

## API key

The script reads `--api-key` or `TRIPO_API_KEY`. Keys never go in skill files, game code, or reports.

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe   # TRIPO_API_KEY=SET|MISSING
```

Keys defined only in a shell profile can be absent from the process env. If the plain probe unexpectedly prints MISSING, use `threejs-game-director/scripts/probe_asset_credentials.sh`, which sources the profile and probes all three providers at once.

Download URLs expire quickly — download immediately after a task succeeds.

## Commands

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --help
```

Text to 3D, the default for a premium hero model:

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
  --prompt "game-ready sci-fi hover bike, sleek armored panels, strong readable silhouette, layered hard-surface detail, PBR materials, clean topology, centered pivot, front facing, no text" \
  --model-version v3.1-20260211 --texture-quality detailed --geometry-quality detailed \
  --checkpoint artifacts/hover-bike-job.json \
  --wait --download --out-dir assets/models/hover-bike
```

Image to 3D from a generated concept:

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py image \
  --image assets/concepts/hover-bike-front.png --model-version v3.1-20260211 \
  --enable-image-autofix --texture-alignment original_image --texture-quality detailed \
  --wait --download --out-dir assets/models/hover-bike
```

Status, download, and postprocess (`texture_model`, `animate_prerigcheck`, `animate_rig`, `animate_retarget`, `conversion`, `stylize_model`):

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py status TASK_ID
python3 <this-skill-dir>/scripts/threejs_3d_asset.py download TASK_ID --out-dir assets/models
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess --type conversion \
  --original-task-id TASK_ID --format GLTF --face-limit 20000 --wait --download --out-dir assets/models/gltf
```

Animated character pipeline: generation, prerigcheck, validated rig with bounded retries, retargets, and downloads, routed by body plan. Use checkpoints and stop between stages to inspect before spending on dependent work:

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline \
  --prompt "stylized cyber runner character, T-pose, full body, game-ready outfit, readable silhouette" \
  --animations preset:idle,preset:walk,preset:run,preset:jump \
  --checkpoint artifacts/cyber-runner-job.json --stop-after model \
  --out-dir assets/models/cyber-runner

# After inspecting the downloaded model/preview:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py resume artifacts/cyber-runner-job.json --stop-after rig
# After inspecting the validated rig:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py resume artifacts/cyber-runner-job.json --stop-after animations

python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline \
  --prompt "stylized wolf, quadrupedal stance, all four legs planted and separated, full body" \
  --rig-type quadruped --animations preset:quadruped:walk \
  --checkpoint artifacts/wolf-job.json --stop-after model --out-dir assets/models/wolf
```

## Resuming and Recovery

`--checkpoint PATH` is optional on `text`, `image`, `postprocess`, and `character-pipeline`. It records accepted task IDs immediately, stage status, and downloaded file fingerprints; no API keys or signed output URLs go in the checkpoint. Use a separate checkpoint per job. Existing checkpoints must be resumed, not overwritten, and concurrent use is locked.

For background single-task generation omit `--wait`, retain the printed task ID/checkpoint, and run `resume CHECKPOINT` later. Single-task resume waits/downloads that task only; it does not add rigging. Character resume reuses completed stages and continues through animations unless `--stop-after model|rig|animations` limits this invocation. Credentials still come from the current environment. The checkpoint records absolute local paths, so keep its referenced files in place.

The helper retries safe status/download reads with bounded backoff, never paid task submissions. Missing credentials, exhausted credits, invalid input, transient errors, and uncertain submissions are reported distinctly. On interruption, resume the existing job rather than starting over. If a POST may have succeeded but no task ID was received, find it in provider history and use `resume CHECKPOINT --task-id RECOVERED_ID`; do not invent an ID or submit a replacement blindly. Without a recoverable ID, report the uncertainty before any potentially duplicate charge.

For coordinated games follow the director's `references/asset-recovery.md`; continue independent implementation while generation runs. Explicitly procedural or no-external-service requests override generated-asset defaults. Record pending jobs and user corrections in the project note, preserving completed assets instead of repeating generation.

## Rigging and animation

These rules prevent nearly every expensive failure. Full parameter tables and the measurements behind them are in `references/api-notes.md`.

- Generate characters as one fused mesh: keep `--quad` and `--generate-parts` off (`generate_parts` disables texturing, `quad` forces FBX output).
- Require full-body T-pose or A-pose, arms away from the body, symmetric, no props fused to the silhouette. Check the rendered preview really is in that pose before rigging; regenerate if not.
- Run `animate_prerigcheck` first (it takes no model version, costs nothing) and use the detected `rig_type`. `riggable=false` means regenerate with a clearer pose, not force a rig.
- **Rig version is routed by body plan.** Humanoids use `v1.0-20240301` — the anatomical skeleton with twist bones and the large `preset:biped:*` library. The v2.x limb-chain rigger went 0/16 on humanoid meshes, armored or not, always producing asymmetric chains. Creatures use `v2.5-20260210`. `character-pipeline` routes this automatically.
- `riggable=true` does not guarantee a usable rig. Validate the skeleton before retargeting — `validate-rig rig-model.glb --rig-type biped` — checking both bone presence and chain depth, since a 1-bone leg warps every clip. A missing or malformed rig GLB is a failure, including with `--force-rig`. Auto-rigging is nondeterministic: on failure retry the rig task (~25 credits) within the chosen budget before regenerating the model. Armored hard-surface characters need the most retries.
- `animate_retarget` takes the **rig** task ID, not the generation task ID. Non-biped rigs batch up to 5 presets per task; batched clips come back as `NlaTrack`, `NlaTrack.001`, … in request order, so map by index and rename after import.
- Retarget v1.0 rigs with `--model-version default` — the enum rejects an explicit `v1.0-20240301` with HTTP 400 code 2017, but the server default handles them.
- v1.0 retargets must use `--out-format fbx` (the script enforces it): Tripo's GLB bake on this path writes twist-bone transforms in the wrong space and limbs collapse into the torso. v2.5 creature retargets are fine as GLB.
- **Never pass `--animate-in-place`.** It corrupts the bake — mirrored and crossed limbs on v1.0, exploded skinning on v2.5. Keep root motion baked and strip it at import instead; the engine snippet is in `references/threejs-integration.md`.
- Creatures get one locomotion preset each, and there is no `preset:attack` (use `preset:slash` or `preset:shoot`). A creature's mesh stance drives how a preset reads — a quadruped walk on an upright dragon looks like a person walking, so generate creatures in the stance the animation expects.
- Multi-mode creatures (a dragon that crawls and flies) need the same model rigged twice: the ground rig type for locomotion, `avian` for wing chains.
- Use `--spec tripo` (default) when Tripo presets will be retargeted; `--spec mixamo` rigs cannot be retargeted by Tripo and are for external pipelines only.
- After download, run `validate-animation clip.glb` (flags scale tracks, limb-stretching translation, extreme rotations, per-clip duration and channel coverage), then check `gltf.animations` names and counts before wiring the `AnimationMixer`.

## Quality

Improve the user's prompt with material, silhouette, camera readability, scale, and game-use constraints. Request GLB/PBR with face limits and texture quality matched to the performance budget; for mobile, favor `smart_low_poly`, `face_limit`, or a later low-poly postprocess. Use generated 3D as hero content and build the surrounding prop kit procedurally.

Inspect unpaused in-game motion after integration: clip transitions, deformation, root motion, foot sliding, and attack/contact timing. Use the QA motion pass for animated work; a successful download or skeleton check is not proof of good animation.

Report task IDs, checkpoint/output paths, model version, texture and geometry settings, animations, conversion settings, Three.js import notes, renderer diagnostics before and after import, active-play screenshots, observed motion, and anything that failed. Put detailed evidence in the project artifact for the lead's consolidated report.

© majidmanzarpour · MIT · majidmanzarpour/threejs-game-skills

Similar skills

Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set9

threejs-game-ui-designer Skill for designing game UIs in Three.js: HUDs, menus, pause and win screens, responsive layout for mobile and desktop. Prevents overlaps, ensures readability, and keeps UI cohesive with game style. CX Codex +1 3,300installs threejs-gameplay-systems Scaffolds and tunes playable Three.js browser games with Vite and TypeScript. Helps design core loops, handle input, camera motion, and Rapier physics. CX Codex +1 3,300installs threejs-aaa-graphics-builder A skill for upgrading Three.js games from rough prototypes to production visuals: builds materials, lighting, VFX, shaders, and evaluates scenes against a scorecard. CX Codex +1 3,200installs threejs-debug-profiler Tracks down blank canvases and runtime render bugs in Three.js browser games. Measures draw calls, shaders, and memory bottlenecks without breaking playability. CX Codex +1 3,100installs threejs-qa-release Checks Three.js browser games before release, covering gameplay, responsive views, builds and visual evidence. Use it after gameplay changes or before publishing. CX Codex +1 3,000installs threejs-game-director A director skill for Three.js browser games: it runs the work from a playable loop to graphics, UI and browser checks by handing phases to sibling skills. CX Codex +1 3,100installs threejs-audio-generator A skill that turns ElevenLabs into game audio for Three.js: effects, loops, music and voice lines, written straight into the project. CX Codex +1 2,900installs threejs-image-generator Generates and edits 2D game assets for Three.js using Google's Gemini image API. Prepares textures, UI art, and reference images for image-to-3D pipelines. CX Codex +1 2,900installs

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor