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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.
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe # TRIPO_API_KEY=SET|MISSINGKeys 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
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --helpText to 3D, the default for a premium hero model:
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-bikeImage to 3D from a generated concept:
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-bikeStatus, download, and postprocess (texture_model, animate_prerigcheck, animate_rig, animate_retarget, conversion, stylize_model):
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/gltfAnimated 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:
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/wolfResuming 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
--quadand--generate-partsoff (generate_partsdisables texturing,quadforces 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_prerigcheckfirst (it takes no model version, costs nothing) and use the detectedrig_type.riggable=falsemeans 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 largepreset:biped:*library. The v2.x limb-chain rigger went 0/16 on humanoid meshes, armored or not, always producing asymmetric chains. Creatures usev2.5-20260210.character-pipelineroutes this automatically. riggable=truedoes 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_retargettakes the rig task ID, not the generation task ID. Non-biped rigs batch up to 5 presets per task; batched clips come back asNlaTrack,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 explicitv1.0-20240301with 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(usepreset:slashorpreset: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,
avianfor wing chains. - Use
--spec tripo(default) when Tripo presets will be retargeted;--spec mixamorigs 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 checkgltf.animationsnames and counts before wiring theAnimationMixer.
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.

