From game-creator
Generates custom 3D models from text or images using Meshy AI, auto-rigs and animates them for Three.js games.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorThis skill uses the workspace's default tool permissions.
You are an expert at generating custom 3D models with Meshy AI and integrating them into Three.js browser games. **Meshy is the preferred source for all 3D game assets** — it generates exactly what you need from a text description or reference image, with consistent art style and game-ready topology.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
You are an expert at generating custom 3D models with Meshy AI and integrating them into Three.js browser games. Meshy is the preferred source for all 3D game assets — it generates exactly what you need from a text description or reference image, with consistent art style and game-ready topology.
| File | Description |
|---|---|
| api-reference.md | Full API endpoint specs, payloads, responses, task statuses, and asset retention policy |
| rigging-pipeline.md | Complete generate -> rig -> animate -> integrate pipeline with fadeToAction pattern and code examples |
| verification-patterns.md | Auto-orientation check, auto-scale fitting, floor alignment code patterns |
If MESHY_API_KEY is not available and the user declines to set one up, fall back to these in order:
| Fallback | Source | Best for |
|---|---|---|
assets/3d-characters/ | Pre-built GLBs | Quick animated humanoids (Soldier, Xbot, Robot, Fox) |
find-3d-asset.mjs | Sketchfab, Poly Haven, Poly.pizza | Searching existing free model libraries |
| Procedural geometry | Code | BoxGeometry/SphereGeometry as last resort |
All Meshy API calls require MESHY_API_KEY. Always check for this key before starting any 3D asset work.
Before prompting the user, check if the key already exists:
test -f .env && grep -q '^MESHY_API_KEY=.' .env && echo "found"
If found, export it with set -a; . .env; set +a and skip the prompt.
If the key is not set in the environment or .env, ask the user immediately:
I'll generate custom 3D models with Meshy AI for the best results. You can get a free API key in 30 seconds:
- Sign up at https://app.meshy.ai
- Go to Settings → API Keys
- Create a new API key
Paste your key below like:
MESHY_API_KEY=your-key-here(It will be saved to .env and redacted from this conversation automatically.)Or type "skip" to use free model libraries instead.
If the user provides a key, use it via: set -a; . .env; set +a && node scripts/meshy-generate.mjs ...
If the user skips, proceed with fallback sources (character library → Sketchfab → Poly Haven).
scripts/meshy-generate.mjsZero-dependency Node.js script. Handles the full lifecycle: submit task → poll → download GLB → write meta.json.
Generates a 3D model from a text prompt. Two-step process: preview (geometry) → refine (texturing).
# Full pipeline: preview → refine → download
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a cartoon knight with sword and shield" \
--output public/assets/models/ \
--slug knight
# Preview only (faster, untextured — good for geometry check)
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a wooden barrel" \
--preview-only \
--output public/assets/models/ \
--slug barrel
# With PBR textures and specific polycount
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a sci-fi hover bike" \
--pbr \
--polycount 15000 \
--ai-model meshy-6 \
--output public/assets/models/ \
--slug hoverbike
Turn a reference image into a 3D model. Supports URLs, local files, and base64 data URIs.
# From URL
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode image-to-3d \
--image "https://example.com/character-concept.png" \
--output public/assets/models/ \
--slug character
# From local file (auto-converts to base64)
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode image-to-3d \
--image "./concept-art/hero.png" \
--output public/assets/models/ \
--slug hero
Adds a skeleton to a generated humanoid model and auto-downloads walking + running animation GLBs. The input task ID comes from a completed text-to-3d or image-to-3d task.
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode rig \
--task-id <meshy-task-id> \
--height 1.8 \
--output public/assets/models/ \
--slug hero
This produces 3 files automatically:
hero.glb — rigged model with skeletonhero-walk.glb — walking animation (auto-downloaded)hero-run.glb — running animation (auto-downloaded)Always chain generate → rig as one atomic step for humanoids. Never leave humanoid characters as static models.
Limitations: Rigging works only on textured humanoid (bipedal) models with clearly defined limbs. Won't work on animals, vehicles, abstract shapes, or untextured meshes.
Apply an animation to a rigged model. Requires a completed rig task ID and an animation action ID.
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode animate \
--task-id <rig-task-id> \
--action-id 1 \
--output public/assets/models/ \
--slug hero-walk
Poll any task's current status.
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode status \
--task-id <task-id> \
--task-type text-to-3d # or: image-to-3d, rigging, animations
Submit a task without waiting. Useful in pipelines.
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a crystal sword" \
--no-poll
# Later:
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode status --task-id <id> --task-type text-to-3d
All downloaded GLBs are automatically optimized via scripts/optimize-glb.mjs to reduce file sizes by 80–95%. The pipeline resizes textures to 1024×1024, converts them to WebP, and applies meshopt compression.
--no-optimize to skip optimization and keep the raw Meshy output--texture-size <n> to change the max texture dimension (default: 1024)npx downloads @gltf-transform/cligltf-transform is unavailable, the script warns and continues with the raw fileOptimized GLBs use meshopt compression and require MeshoptDecoder at runtime — the template AssetLoader.js includes this automatically.
# Skip optimization for a specific generation
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d --prompt "a barrel" --preview-only \
--no-optimize --output public/assets/models/ --slug barrel
# Custom texture size (e.g., 512 for mobile)
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d --prompt "a barrel" --preview-only \
--texture-size 512 --output public/assets/models/ --slug barrel
# Re-optimize an existing GLB directly
node scripts/optimize-glb.mjs public/assets/models/barrel.glb --texture-size 512
See api-reference.md for full endpoint specs, payloads, responses, task statuses, and asset retention policy.
For non-humanoid assets (props, scenery, buildings), skip rigging:
# Generate
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d --prompt "a wooden barrel, low poly game asset" \
--polycount 5000 --output public/assets/models/ --slug barrel
# Integrate with loadModel (regular clone, no SkeletonUtils)
const barrel = await loadModel('assets/models/barrel.glb');
scene.add(barrel);
See verification-patterns.md for auto-orientation check, auto-scale fitting, and floor alignment code patterns.
See rigging-pipeline.md for the full generate -> rig -> animate -> integrate pipeline, including when to rig, the fadeToAction pattern, and integration code examples.
Good prompts produce better models:
| Goal | Prompt | Why |
|---|---|---|
| Game character | "a stylized goblin warrior, low poly game character, full body" | "low poly" + "game character" = game-ready topology |
| Prop | "a wooden treasure chest, stylized, closed" | Simple, specific, single object |
| Environment piece | "a fantasy stone archway, low poly, game asset" | "game asset" signals clean geometry |
| Vehicle | "a sci-fi hover bike, side view, clean topology" | "clean topology" = fewer artifacts |
Avoid:
Meshy-generated models slot into the existing 3D asset pipeline:
┌─────────────────────────────────────────────────────┐
│ 3D Asset Sources │
├──────────────┬──────────────┬───────────────────────┤
│ Free Libraries│ Character Lib │ Meshy AI │
│ find-3d-asset │ 3d-char-lib/ │ meshy-generate.mjs │
│ .mjs │ │ text/image → 3D │
│ │ │ rig → animate │
├──────────────┴──────────────┴───────────────────────┤
│ AssetLoader.js │
│ loadModel() / loadAnimatedModel() │
├─────────────────────────────────────────────────────┤
│ Three.js Game │
└─────────────────────────────────────────────────────┘
All sources output GLB files into public/assets/models/. The AssetLoader.js doesn't care where the GLB came from — it loads them all the same way.
| Problem | Cause | Fix |
|---|---|---|
MESHY_API_KEY not set | Environment variable missing | Ask the user for their key or run export MESHY_API_KEY=<key>. Free keys available at https://app.meshy.ai under Settings -> API Keys. |
| Task stuck in PENDING | API queue backlog or invalid parameters | Wait 2-3 minutes, then poll status. If still PENDING after 5 minutes, cancel and resubmit with simpler prompt or lower polycount. |
| Asset download returns 404 | Meshy retains assets for only 3 days | Re-run the generation pipeline. Always download GLBs immediately after task succeeds. Store locally in public/assets/models/. |
| Rigging fails or produces broken skeleton | Model is not a clearly bipedal humanoid, or mesh is untextured | Ensure the model is a textured humanoid with visible limbs. Rigging does not work on animals, vehicles, abstract shapes, or preview-only (untextured) meshes. Re-generate with --pbr and a prompt specifying "full body humanoid". |
| Generated model does not match prompt | Vague or multi-object prompt | Use specific, single-object prompts. Include style cues ("low poly", "stylized", "game character") and avoid combining multiple objects. See Prompt Engineering Tips. |
MESHY_API_KEY checked — prompted user if not set, or user skipped to fallbacksrotationY set per model in Constants.js (most Meshy models need Math.PI)loadModel() (regular clone)loadAnimatedModel() (SkeletonUtils.clone)clipMap defined for animated models.meta.json saved alongside GLB with task IDs for traceabilitynpm run build succeeds