Performance Notes
- Take your time to do this thoroughly
- Quality is more important than speed
- Do not skip validation steps
Add 3D Assets
Replace basic geometric shapes (BoxGeometry, SphereGeometry) with real 3D models. Characters get custom Meshy AI-generated models with rigging and animation. World objects get generated or sourced from free libraries.
Instructions
Analyze the game at $ARGUMENTS (or the current directory if no path given).
First, load the game-3d-assets skill and the meshyai skill for the full model pipeline, AssetLoader pattern, Meshy generation, and integration patterns.
Step 1: Get Meshy API Key
Check if MESHY_API_KEY is set. First check .env:
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 not set, ask the user:
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.
Step 2: Audit
- Read
package.jsonto confirm this is a Three.js game (not Phaser — use/add-assetsfor 2D games) - Read
src/core/Constants.jsfor entity types, sizes, colors - Read entity files (
src/gameplay/*.js,src/entities/*.js) — findBoxGeometry,SphereGeometry, etc. - Read
src/level/LevelBuilder.jsfor environment primitives - List every entity using geometric shapes
- Identify which entity is the player character (needs animated model)
Step 3: Plan
Split entities into two categories:
Animated characters (player, enemies with AI) — generate with Meshy AI:
| Entity | Meshy Prompt | Notes |
|---|---|---|
| Player | "a heroic knight, low poly game character, full body, t-pose" | Generate → rig → animate |
| Enemy | "a goblin warrior with a club, low poly game character" | Generate → rig → animate |
If Meshy unavailable, fall back to 3d-character-library/:
- Soldier — realistic military (Idle, Walk, Run) — best default
- Xbot — stylized mannequin (idle, walk, run + additive poses)
- RobotExpressive — cartoon robot (Idle, Walking, Running, Dance, Jump + 8 more)
- Fox — low-poly animal (Survey, Walk, Run) — scale 0.02
World objects (buildings, props, scenery, collectibles) — generate with Meshy or search free libraries:
| Entity | Meshy Prompt | Fallback Source |
|---|---|---|
| Tree | "a low poly stylized tree, game asset" | Poly Haven |
| House | "a medieval house, low poly game asset" | Poly Haven |
| Barrel | "a wooden barrel, low poly game asset" | Poly Haven |
| Coin | "a gold coin, game collectible item" | Sketchfab |
Step 4: Generate / Download
With Meshy (preferred):
# Generate characters
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a heroic knight, low poly game character, full body" \
--polycount 15000 --pbr \
--output public/assets/models/ --slug player
# Rig characters for animation
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
--mode rig --task-id <refine-task-id> --height 1.7 \
--output public/assets/models/ --slug player-rigged
# Generate static props
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a wooden barrel, low poly game asset" \
--polycount 5000 \
--output public/assets/models/ --slug barrel
Without Meshy (fallback):
# Characters — copy from library
cp <plugin-root>/3d-character-library/models/Soldier.glb public/assets/models/
# World objects — search and download
node <plugin-root>/scripts/find-3d-asset.mjs --query "barrel" --source polyhaven \
--output public/assets/models/ --slug barrel
Step 5: Integrate
- Create
src/level/AssetLoader.js— useSkeletonUtils.clone()for animated models (import fromthree/addons/utils/SkeletonUtils.js). Regular.clone()breaks skeleton → T-pose. - Add
CHARACTERto Constants.js withpath,scale,facingOffset,clipMap - Add
ASSET_PATHSandMODEL_CONFIGfor static models - Update
Player.js:THREE.Groupas position anchorloadAnimatedModel()+AnimationMixerfadeToAction()for idle/walk/run crossfade- Camera-relative WASD via
applyAxisAngle(_up, cameraAzimuth) - Model facing:
atan2(v.x, v.z) + CHARACTER.facingOffset model.quaternion.rotateTowards(targetQuat, turnSpeed * delta)
- Update
Game.js:- Add
OrbitControls— third-person camera orbiting player - Camera follows: move
orbitControls.target+camera.positionby player delta - Pass
orbitControls.getAzimuthalAngle()to Player for camera-relative movement
- Add
- Replace environment primitives with
loadModel()calls +.catch()fallback - Add
THREE.GridHelperfor visible movement reference - Preload all models on startup with
preloadAll()for instant loading
Step 6: Tune & Verify
- Run
npm run dev— walk around with WASD, orbit camera with mouse - Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
- Adjust
MODEL_CONFIGvalues (scale, rotationY, offsetY) per model - Run
npm run buildto confirm no errors - Generate
ATTRIBUTION.mdfrom.meta.jsonfiles
Example Usage
With Meshy AI
/add-3d-assets examples/space-explorer
Result: Generates custom knight model via Meshy → rigs and animates (Idle/Walk/Run) → replaces BoxGeometry player with animated GLB → adds OrbitControls camera → world props from free libraries.
Without Meshy (fallback)
/add-3d-assets examples/3d-platformer
Result: Copies Soldier.glb from character library → configures SkeletonUtils.clone() → fadeToAction animation crossfade → replaces all primitives with library/downloaded models.
Troubleshooting
Model stuck in T-pose (not animating)
Cause: Using .clone(true) instead of SkeletonUtils.clone() breaks skeleton bindings on animated GLB models.
Fix: Always use SkeletonUtils.clone() from three/addons/utils/SkeletonUtils.js for any model with animations. Regular .clone() copies the mesh but not the skeleton bindings.
Meshy AI generation fails or returns low quality
Cause: Vague prompts or wrong generation mode selected. Fix: Use specific, descriptive prompts (e.g., "low-poly medieval wooden treasure chest, game asset" not "chest"). For characters, use image-to-3D mode with a reference image. Set art style to "game-asset" or "low-poly" for better game integration.
Rigging fails on generated model
Cause: The model geometry is not suitable for auto-rigging (too complex, non-manifold, or not humanoid). Fix: Simplify the prompt to produce cleaner geometry. Ensure the model is a single connected mesh in a humanoid pose. Non-humanoid models (props, vehicles) should not be rigged — use them as static assets instead.
meshopt decoder error on load
Cause: Some GLB files use meshopt compression which requires a decoder not loaded by default.
Fix: Add the meshopt decoder before loading: import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; loader.setMeshoptDecoder(MeshoptDecoder);
Model facing wrong direction
Cause: Different model sources use different forward directions. Mixamo models face -Z, some others face +Z.
Fix: Store a facingOffset per character model. Apply it as model.rotation.y = facingOffset + movementAngle. Common values: Soldier/Xbot need +Math.PI, Robot/Fox need +0.
Next Step
Tell the user:
Your 3D game now has custom models! Characters were generated with Meshy AI (or sourced from the model library), rigged, and animated. World objects are loaded from GLB files.
Files created:
src/level/AssetLoader.js— model loader with SkeletonUtilspublic/assets/models/— generated and downloaded GLB models- OrbitControls third-person camera
Controls: WASD to move, Shift to run, mouse drag to orbit camera, scroll to zoom. Run the game to see everything in action. Adjust
MODEL_CONFIGin Constants.js to fine-tune scale and orientation.