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
By majidmanzarpour · 2,320 installs
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-3d-generator
Source repository · Upstream listing
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.
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
Text to 3D, the default for a premium hero model:
Image to 3D from a generated concept:
Status, download, and postprocess ( texture model , animate prerigcheck , animate rig , animate retarget , conversion , stylize model ):
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:
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.