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.
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a claude-codeWhat 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-generatorand download the GLB intoassets/models/hover-bike - Check whether
TRIPO_API_KEYis 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-code2Manually: put the files in place
~/.claude/skills/threejs-3d-generator/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-3d-generator/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a codex2Manually: put the files in place
.agents/skills/threejs-3d-generator/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a cursor2Manually: put the files in place
.cursor/skills/threejs-3d-generator/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install majidmanzarpour/threejs-game-skills threejs-3d-generator2Manually: put the files in place
.github/skills/threejs-3d-generator/SKILL.md1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a gemini-cli2Platform CLI
gemini skills install https://github.com/majidmanzarpour/threejs-game-skills --path skills/threejs-3d-generatorManually: put the files in place
.devin/skills/threejs-3d-generator/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
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