meshyai

Generate custom 3D models from text or images using Meshy AI, then auto-rig and animate them for Three.js games. The preferred source for all 3D game assets. Use when the user says "generate a 3D model", "create a character model", "use Meshy", or needs a custom GLB model that doesn't exist in free libraries.

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Install skill "meshyai" with this command: npx skills add opusgamelabs/game-creator/opusgamelabs-game-creator-meshyai

Meshy AI — 3D Model Generation, Rigging & Animation

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.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • Always run post-generation verification. Never assume orientation or scale.

Reference Files

FileDescription
api-reference.mdFull API endpoint specs, payloads, responses, task statuses, and asset retention policy
rigging-pipeline.mdComplete generate -> rig -> animate -> integrate pipeline with fadeToAction pattern and code examples
verification-patterns.mdAuto-orientation check, auto-scale fitting, floor alignment code patterns

Why Meshy First

  • Exact match: Generate precisely the character, prop, or scenery your game needs — no compromises
  • Consistent style: All assets from the same generation pipeline share a cohesive look
  • Custom characters: Named personalities, branded characters, unique creatures — all generated to spec
  • Full pipeline: Generate → rig → animate, all from one tool
  • Game-ready: Control polycount, topology, and PBR textures for optimal Three.js performance

Fallback Sources

If MESHY_API_KEY is not available and the user declines to set one up, fall back to these in order:

FallbackSourceBest for
3d-character-library/Pre-built GLBsQuick animated humanoids (Soldier, Xbot, Robot, Fox)
find-3d-asset.mjsSketchfab, Poly Haven, Poly.pizzaSearching existing free model libraries
Procedural geometryCodeBoxGeometry/SphereGeometry as last resort

Authentication

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:

  1. Sign up at https://app.meshy.ai
  2. Go to Settings → API Keys
  3. 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).

CLI Script — scripts/meshy-generate.mjs

Zero-dependency Node.js script. Handles the full lifecycle: submit task → poll → download GLB → write meta.json.

Text to 3D (full pipeline)

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

Image to 3D

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

Auto-Rig (humanoids only — MANDATORY for all bipedal characters)

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 skeleton
  • hero-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.

Animate

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

Check Status

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

Non-blocking Mode

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

Automatic GLB Optimization

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.

  • Optimization runs by default after every GLB download (text-to-3d, image-to-3d, rig, animate)
  • Use --no-optimize to skip optimization and keep the raw Meshy output
  • Use --texture-size <n> to change the max texture dimension (default: 1024)
  • First run may take a moment as npx downloads @gltf-transform/cli
  • If gltf-transform is unavailable, the script warns and continues with the raw file

Optimized 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

API Reference

See api-reference.md for full endpoint specs, payloads, responses, task statuses, and asset retention policy.

Quick Reference: Static Props (no rig needed)

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);

Post-Generation Verification (MANDATORY)

See verification-patterns.md for auto-orientation check, auto-scale fitting, and floor alignment code patterns.

Rigging: Mandatory for Humanoid Characters

See rigging-pipeline.md for the full generate -> rig -> animate -> integrate pipeline, including when to rig, the fadeToAction pattern, and integration code examples.

Prompt Engineering Tips

Good prompts produce better models:

GoalPromptWhy
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:

  • Multiple objects in one prompt ("a knight AND a dragon") — generate separately
  • Vague prompts ("something cool") — be specific about style and form
  • Interior/architectural scenes — Meshy is best for single objects

Integration with Existing Pipeline

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.

Troubleshooting

ProblemCauseFix
MESHY_API_KEY not setEnvironment variable missingAsk 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 PENDINGAPI queue backlog or invalid parametersWait 2-3 minutes, then poll status. If still PENDING after 5 minutes, cancel and resubmit with simpler prompt or lower polycount.
Asset download returns 404Meshy retains assets for only 3 daysRe-run the generation pipeline. Always download GLBs immediately after task succeeds. Store locally in public/assets/models/.
Rigging fails or produces broken skeletonModel is not a clearly bipedal humanoid, or mesh is untexturedEnsure 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 promptVague or multi-object promptUse specific, single-object prompts. Include style cues ("low poly", "stylized", "game character") and avoid combining multiple objects. See Prompt Engineering Tips.

Checklist

  • MESHY_API_KEY checked — prompted user if not set, or user skipped to fallbacks
  • Prompt is specific (style, poly count, single object)
  • All humanoid characters rigged — never skip rigging for bipedal models
  • Downloaded GLB before 3-day expiration
  • Post-generation verification done — orientation, scale, floor alignment checked
  • Playwright screenshot taken — visually confirmed facing direction + fit in environment
  • rotationY set per model in Constants.js (most Meshy models need Math.PI)
  • Static models use loadModel() (regular clone)
  • Rigged models use loadAnimatedModel() (SkeletonUtils.clone)
  • Clip names logged and clipMap defined for animated models
  • .meta.json saved alongside GLB with task IDs for traceability
  • npm run build succeeds

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