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threejs-3d-generator

majidmanzarpour/threejs-game-skills

Generate game-ready 3D assets for Three.js via Tripo API: text-to-3D, image-to-3D, rigging, animation, and stylization.

What is threejs-3d-generator?

Generates production 3D models optimized for browser games using the Tripo API. Supports text and image prompts, auto-rigging for characters and creatures, animation retargeting, texturing, stylization (voxel/LEGO), and format conversion (GLB/FBX). Use when you need game-ready 3D assets with proper topology, materials, and skeletal setup for Three.js integration.

  • Generate 3D models from text or image prompts with configurable geometry and texture quality
  • Auto-rig characters and creatures with body-plan-aware skeleton generation and validation
  • Retarget animations to rigged models using preset or custom animation libraries
  • Texture models with PBR materials and alignment options
  • Stylize models as voxel or LEGO variants, or convert to low-poly geometry
  • Convert outputs to GLTF or FBX with face-limit optimization and download as game-ready files

How to install threejs-3d-generator

npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-3d-generator
Prerequisites
  • Tripo API key (set via --api-key flag or TRIPO_API_KEY environment variable)
  • Python 3 runtime
  • Three.js project or browser game environment for importing outputs
Claude Code
Cursor
Windsurf
Cline

How to use threejs-3d-generator

  1. 1.Set your Tripo API key in the environment: export TRIPO_API_KEY=your_key_here
  2. 2.Run probe to verify credentials: python3 scripts/threejs_3d_asset.py probe
  3. 3.Generate a model with text or image: python3 scripts/threejs_3d_asset.py text --prompt '...' --wait --download --out-dir assets/models
  4. 4.For characters, use the character-pipeline command with --stop-after model to inspect before rigging
  5. 5.Resume or postprocess with status, download, and postprocess commands; use checkpoints to track multi-stage jobs
  6. 6.Import the downloaded GLB/FBX into your Three.js scene using a loader (GLTFLoader or FBXLoader)

Use cases

Good for
  • Create a sci-fi hover bike from a text prompt, then convert to low-poly GLB for performance optimization
  • Generate a stylized character in T-pose, validate and rig it, then retarget walk/run/jump animations in one pipeline
  • Build a game environment by generating buildings and terrain from concept images, then batch-convert to GLTF
  • Prototype creature models (quadrupedal, winged) with auto-rigging routed by detected body plan
  • Texture an existing model or regenerate with different material quality for different game quality tiers
Who it's for
  • Game developers building browser-based Three.js games
  • 3D artists automating asset generation and rigging workflows
  • Indie teams without dedicated 3D modeling pipelines
  • Developers prototyping game environments and characters quickly

threejs-3d-generator FAQ

What's the difference between text-to-3D and image-to-3D?

Text-to-3D generates from a written description; image-to-3D uses a reference image (e.g., a concept art) to guide generation. Image-to-3D is useful when you have visual references from threejs-image-generator.

Do I need to rig characters manually?

No. Use character-pipeline with --animations to auto-rig and retarget animations in one workflow. Prerigcheck validates riggability first; if riggable=false, regenerate with a clearer pose.

Why does the skill mention body-plan routing for rigging?

Humanoid characters use v1.0 skeleton with twist bones; creatures use v2.5 limb-chain rigging. character-pipeline routes automatically, but manual text/image commands require you to specify --rig-type and model-version correctly.

How do I handle long-running jobs?

Omit --wait to submit without blocking, save the task ID or checkpoint, then resume later with resume CHECKPOINT. Checkpoints track stage progress and downloaded files without storing credentials.

What formats can I download?

Native outputs are GLB (GLTF binary). Use postprocess --type conversion --format GLTF or FBX to convert, with optional --face-limit for optimization.

Full instructions (SKILL.md)

Source of truth, from majidmanzarpour/threejs-game-skills.


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

FileRead it when
references/api-notes.mdendpoint and task decisions, model versions, polling, postprocess, conversion, rigging, animation, downloads
references/threejs-integration.mdimporting outputs into a browser game, GLB/FBX loading, root motion, animation wiring
references/image-generator-workflows.mdpairing 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.

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

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

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

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:

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):

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:

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.