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Threejs 3d Generator

CommunityPopular
majidmanzarpour
threejs-3d-generator

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.

Overview

Publishermajidmanzarpour
Repositorythreejs-game-skills
Skill namethreejs-3d-generator
Stars
2.1K
Forks
212
Bundled files
5
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by majidmanzarpour on GitHub. Read the source before you install it.

Installation

Install the Threejs 3d Generator AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/majidmanzarpour/threejs-game-skills.git /tmp/threejs-game-skills
mkdir -p .claude/skills
cp -r /tmp/threejs-game-skills/skills/threejs-3d-generator .claude/skills/threejs-3d-generator
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs 3d Generator in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Threejs 3d Generator on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Threejs 3d Generator is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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, observed motion, and anything that failed. Put detailed evidence in the project artifact for the lead's consolidated report.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Threejs 3d Generator AI skill do?

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.

Why use Threejs 3d Generator on TypingMind?

Because you install it once and use it with any model. Threejs 3d Generator is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Threejs 3d Generator in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/majidmanzarpour/threejs-game-skills/tree/main/skills/threejs-3d-generator. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Threejs 3d Generator?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Threejs 3d Generator?

As many as you like. As long as a model supports skills, you can use Threejs 3d Generator with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Threejs 3d Generator AI skill free?

Yes. It is published on GitHub by majidmanzarpour under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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