Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset…

MITAuto-check passedBackend & APIs

Install Tripo 3D

skills CLI
$ npx skills add calesthio/generative-media-skills --skill tripo-3d -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install calesthio/generative-media-skills tripo-3d --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/calesthio/generative-media-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/providers/3d-generation/tripo-3d .claude/skills/tripo-3d && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
tripo-3d
GitHub stars
197
Token cost
~5.1k tokens
SKILL.md length
2,203 words
Files
2
Skills in repo
26
Repo updated
First seen
Licence
MIT

At a glance

Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset…

  • Works in 3 steps: check_riggable (type: "check_riggable",… → rig_model (25 cr) — auto-rig. Params:… → retarget_animation (10 cr per animation)…
  • An agent must drive the async task-based Tripo API (create task
  • SKILL.md covers When to use Tripo, and when…, The task model (how the API…, Model versions — [Doc]/[1P],… and Generation tasks and their…, plus 8 more sections
  • Calls curl; reaches api.tripo3d.ai and tripo3d.ai; needs TRIPO_API_KEY

What it does

Tripo 3D is an agent skill from calesthio/generative-media-skills. Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare…

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `EVAL.md`).

It sits in Backend & APIs, covering Game assets and audio, Game development and OpenAPI specifications. It works with OpenAPI and Blender. The repository describes itself as: Research-backed agent skills and tools for premium image, video, audio, voice, and generative media production across AI coding assistants. The licence is MIT.

When your agent uses it

  • An agent must drive the async task-based Tripo API (create task
  • Choose a model version (v3.0 / v3.1 / P1)
  • Prepare input images
  • Control mesh/texture parameters

Example prompts

  • “/tripo-3d”

Requirements

  • A credential in YOUR_API_KEY

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. check_riggable (type: "check_riggable", free) — validate a mesh can be auto-rigged before paying
  2. rig_model (25 cr) — auto-rig. Params: original_model_task_id, out_format ("glb" | "fbx"),
  3. retarget_animation (10 cr per animation) — apply preset motions to the rigged mesh.

What it can do on your machine

Read from SKILL.md and the folder at commit 8c85352. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • curl

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • api.tripo3d.ai
    • tripo3d.ai
    • docs.tripo3d.ai
    • github.com
    • platform.tripo3d.ai
    • apidog.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • TRIPO_API_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Tripo 3D loads about 5.1k tokens when it runs. Until then it costs about 258 tokens; SKILL.md has 2,203 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~258
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from calesthio/generative-media-skills at commit 8c85352, republished under its MIT licence (© calesthio). 2,203 words, ~5,058 tokens.

Download SKILL.mdSave it as .claude/skills/tripo-3d/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
tripo-3d
description
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.

Tripo 3D asset generation

Tripo (product of VAST AI Research; consumer brand "Tripo AI") turns text, single images, and multi-view image sets into textured 3D meshes, then post-processes them into engine-ready assets: PBR texturing, retopology, auto-rigging, preset animation, and format conversion. It ships as a web Studio, mobile apps, and an async task-based REST API ("Tripo OpenAPI"). This skill is about producing production-usable assets through that API and Studio.

Evidence labels used below: [Doc] = official Tripo documentation/SDK; [1P] = first-party Tripo blog/marketing claim (directional, not independently verified); [3P] = disclosed third-party source; [Heuristic] = production judgment, not a documented guarantee. Volatile facts carry a verified 2026-07-10 date; re-check them, because Tripo ships model and pricing changes frequently.

When to use Tripo, and when not to

Tripo's strength is speed and coverage: a usable single-object mesh in tens of seconds to a couple of minutes, across a huge range of props, characters, and hard-surface objects, with texturing/rigging/format export in one API. [Heuristic] Reach for it when you need many game/AR/previz/3D-print assets fast, when you have a concept image or clean reference, or when you want a first-pass base mesh to refine by hand.

Do not rely on Tripo (or set expectations accordingly) for:

  • Clean production topology out of the box. Raw generation output is typically dense, organic triangulation. Use quad remesh, smart low-poly, or retopo in a DCC tool before deforming/subdividing. [Heuristic]
  • Full scenes / multi-object layouts. It generates one object per task. Compose scenes yourself.
  • Precise dimensional/CAD accuracy. It is a generative reconstruction, not a measured model. For 3D printing, verify scale, wall thickness, and manifold-ness.
  • Guaranteed likeness of real, identifiable people, or reproduction of copyrighted/branded characters. Treat these as rights risks (see Rights & licensing).
  • Text, fine logos, thin lattices, transparent/refractive materials. These are common failure classes. [Heuristic]

The task model (how the API actually works) — [Doc], verified 2026-07-10

Everything is an asynchronous task. You submit a task, receive a task_id, then poll (or receive a webhook) until it succeeds, then read output URLs.

  • Base URL: https://api.tripo3d.ai/v2/openapi
  • Auth: header Authorization: Bearer YOUR_API_KEY. Create keys at platform.tripo3d.ai/api-keys.
  • Create a task: POST /v2/openapi/task with a JSON body whose type selects the operation.
  • Poll a task: GET /v2/openapi/task/{task_id}. Response carries status, progress, output (download URLs), and consumed_credit (exact credits charged for that task).
  • Status values: queued → running → success (also failed, cancelled, banned, expired, unknown). Poll until terminal; read model URLs from output on success.
  • Uploads: input images may be passed as a url (public JPEG/PNG, max 20 MB), a file_token from direct upload, or an object from STS upload (bucket: "tripo-data", key: <resource_uri>). STS upload is Tripo's recommended path. Output download URLs are time-limited — fetch and store them promptly.
  • Chaining: post-process tasks reference a prior task by id (original_model_task_id / draft_model_task_id), so a model → texture → rig → convert pipeline is a chain of tasks, not a re-upload each time.

[Heuristic] Poll with backoff (e.g., 2 s, then 3–5 s) rather than tight loops; generation is seconds-to-minutes depending on model/options. For batch/production, prefer webhooks if your integration path supports them (native webhook support varies by API surface and by proxy providers such as fal/Runware, which expose an X-Webhook-URL-style header [3P], verified 2026-07-10; confirm against current Tripo docs before depending on it, otherwise poll).

Model versions — [Doc]/[1P], verified 2026-07-10

Select with model_version on generation tasks. Volatile — re-check the changelog.

FamilyAPI model_version / selectorCharacterFace/poly envelope
v3.0 (HD / "H3")v3.0-20250812Stable, general defaultup to ~1M–1.5M tris [Doc]
v3.1 (HD / "H3.1")v3.1-20260211Higher geometric density, sharper edges, stronger PBRup to ~1.5M–2M tris [Doc]
P1 (Smart Mesh P1.0)p1 selector (premium tier)Native 3D-diffusion, game-ready low-poly, orientation control, seeds; very fast~48–20,000 faces [Doc/1P]
  • v3.0 — safe general-purpose default when you want maximum detail and will retopo later. [Heuristic]
  • v3.1 — pick for "hero" detail: denser geometry and better PBR response; costs more compute/time. Marketed for hero game assets, cinematics, product shots. [1P]
  • P1 — pick when you want engine-ready, controllable low-poly directly: a target face budget (face_limit 48–20,000) and orientation control (default or align_image) so the asset faces a predictable axis. Announced at GDC 2026 as a native-3D-diffusion architecture producing low-poly assets in seconds. [1P] Costs more credits than v3.x per task. Older Turbo-v1.0, v1.4, and H2 versions also exist for legacy/cheaper paths. [Doc]

The marketing "Hxx" names and the API model_version strings are not identical spellings — always drive the API off the exact model_version string from the current docs, not the blog name.

Generation tasks and their parameters — [Doc], verified 2026-07-10

text_to_model
  • type: "text_to_model", model_version, prompt (≤ 1024 chars; multilingual; no emoji/exotic Unicode).
  • Optional: negative_prompt (≤ 255), image_seed, model_seed, texture_seed, style.
image_to_model
  • type: "image_to_model", model_version, and a file (via file_token | url | object).
  • enable_image_autofix cleans up the input; texture_alignment and orientation control how texture and the asset's facing follow the image.
multiview_to_model
  • type: "multiview_to_model", files = an ordered list [front, left, back, right].
  • Front is required; other views may be omitted (pass empty for that slot). Use at least 2 views. More consistent views → better back/side reconstruction. [Doc]
Shared generation controls
  • texture (bool, default true; ~10 credits cheaper when false for geometry-only).
  • pbr (bool, default true) — emit PBR maps (base color / metallic-roughness / normal) for lit pipelines.
  • texture_quality: "standard" (default) or "detailed" (+10 credits).
  • geometry_quality: "standard" or "detailed" (+20 credits) on supported versions.
  • face_limit (int) — cap output triangles; the practical lever for engine budgets.
  • quad (bool, default false, +5 credits) — quad-dominant remesh for cleaner edge flow / subdivision.
  • smart_low_poly (bool, default false, +10 credits) — automatic low-poly-ization at generation time.
  • auto_size (bool) — normalize real-world scale; compress for smaller GLB; export_uv; generate_parts (+20 credits) to split into named parts; style for stylized geometry presets.

Post-processing pipeline — [Doc], verified 2026-07-10

Each references a prior task id, so you refine without re-generating:

  • texture_model — re-texture an existing mesh. Key inputs: original_model_task_id, texture, pbr, texture_quality, texture_alignment, texture_seed, part_names, bake, plus a text_prompt, image_prompt, or style_image to redirect the look.
  • refine_model — refine a draft mesh (draft_model_task_id).
  • mesh_segmentation (40 cr) / mesh_completion (50 cr) — split into parts / fill holes and finish partial geometry.
  • smart_lowpoly (30 cr) — retopo high-poly → low-poly with face_limit, quad, bake, part_names.
  • stylize_model — apply a stylization style: LEGO, VOXEL, VORONOI, MINECRAFT, with block_size.
Rigging & animation — [Doc], verified 2026-07-10
  1. check_riggable (type: "check_riggable", free) — validate a mesh can be auto-rigged before paying to rig. Always gate on this for characters.
  2. rig_model (25 cr) — auto-rig. Params: original_model_task_id, out_format ("glb" | "fbx"), rig_type, spec (skeleton spec, e.g. humanoid). Auto-rigging expects a roughly upright, symmetric, single-character mesh with clearly separated limbs. [Heuristic]
  3. retarget_animation (10 cr per animation) — apply preset motions to the rigged mesh. animation takes one or a list of "preset:<name>" values: preset:idle, preset:walk, preset:run, preset:jump, preset:climb, preset:dive, preset:fall, preset:turn, preset:slash, preset:shoot, preset:hurt, plus quadruped/hexapod/octopod/serpentine/aquatic variants for non-humanoids. out_format, bake_animation, and export_with_geometry control the exported clip.
Format conversion / export — [Doc], verified 2026-07-10
  • convert_model — original_model_task_id + format ∈ GLTF, USDZ, FBX, OBJ, STL, 3MF (base 5 cr, +5 with extra options). Native generation output is GLB; convert to your target.
    • Engine/tool mapping [Heuristic]: Unity/Unreal → FBX or glTF/GLB; Blender → GLB/glTF or FBX; USD pipelines / Apple AR Quick Look → USDZ; 3D printing → STL or 3MF (STL drops color; 3MF keeps color/material).

Prompt and input-image strategy — [Heuristic] unless marked

Text-to-3D prompts describe an object, not a scene: subject + form + material + style. Be concrete about silhouette and material ("a low-poly stylized wooden treasure chest with iron bands, closed lid"). Use negative_prompt to suppress recurring artifacts ("extra limbs, floating parts, text"). Text-to-3D has inherent ambiguity about unseen sides; expect to iterate on model_seed/image_seed.

Image-to-3D / multiview beats text for fidelity and control. For the best single-image result:

  • Clean, centered subject on a plain/transparent background; fills most of the frame.
  • Even, neutral lighting; avoid hard shadows/specular blowout that the model bakes into geometry/texture.
  • A roughly 3/4 "hero" angle reads volume better than a flat orthographic front for single-image input.
  • Set orientation/texture_alignment so the generated asset faces and textures consistently with the image.

Multiview is the highest-control path: supply consistent front/left/back/right renders of the same object (same lighting, same scale). It resolves the "hallucinated back" problem that plagues single-image and text input. Front is mandatory; add as many real views as you have.

Show full SKILL.md (868 more words)Show less

Iteration and repair workflow — [Heuristic]

  1. Cheap first pass: generate at texture:false (geometry only) or a lower tier to judge form before paying for texture. Lock the silhouette, then re-texture the winning geometry with texture_model rather than regenerating.
  2. Vary seeds, not prompts, first. If geometry is 80% right, re-roll model_seed a few times before rewriting the prompt.
  3. Move up the model ladder deliberately: v3.0 → v3.1 for detail; use P1 when you specifically need a controlled low-poly/oriented game asset. Don't pay for v3.1 detail you'll immediately decimate.
  4. Fix, don't regenerate: holes → mesh_completion; too dense → smart_lowpoly/quad; wrong parts granularity → mesh_segmentation; bad texture only → texture_model.
  5. Gate rigging: run check_riggable before rig_model; if it fails, the mesh usually needs a cleaner, upright, limb-separated topology first.

Reviewing generated mesh quality — [Heuristic]

Before shipping a Tripo asset, check:

  • Poly count vs. budget — did face_limit land where you need it? Overshoot → smart_lowpoly.
  • Topology — raw output is triangulated and often uneven; if the asset will deform (rigged) or subdivide, demand quad remesh/retopo. Straight-to-static-prop tolerates raw triangulation.
  • Watertight / manifold — required for 3D printing; check for holes, non-manifold edges, flipped normals.
  • UVs & texture — seams, stretching, baked-in lighting, low-res detail on text/logos. PBR maps present if pbr:true. Re-texture if the geometry is good but the surface is not.
  • Scale & pivot/orientation — confirm real-world size (auto_size) and that the pivot/facing matches your engine's convention (P1 orientation helps here).
  • Symmetry & floaters — check for asymmetry, detached fragments, fused parts (use generate_parts / segmentation to separate).

Credits, cost, and rate limits — [Doc]/[3P], verified 2026-07-10

Billing is in credits: $1.00 = 100 credits. New accounts get 300 free credits, valid ~2 weeks. Each task response reports exact consumed_credit. Representative task prices [Doc] (subject to change):

Operationv3.0/v3.1 (H2/H3)P1
text_to_model10 (no tex) / 20 (tex)30 / 40
image_to_model20 / 3040 / 50
multiview_to_model20 / 3040 / 50
import modelfree—

Add-ons [Doc]: detailed texture +10, smart low-poly +10, quad +5, generate parts +20, detailed geometry +20. Post-process: rig 25, retarget 10 per animation, pre-rig check free, mesh_segmentation 40, mesh_completion 50, smart_lowpoly 30, convert 5 (+5 with options).

Consumer/Studio subscriptions differ from API credit purchasing. Reported tiers [3P], verified 2026-07-10: Basic free (~300 credits/month, 1 concurrent task), Pro/Professional ~$15.90/mo (~3,000 credits, ~10 concurrent), Advanced ~$39.90/mo (~8,000 credits, ~15 concurrent). Treat exact dollar/credit figures and tier names as unstable; confirm on tripo3d.ai/pricing before quoting.

Rate limits: exceeding limits returns HTTP 429; concurrent-task limits are plan-dependent (free ≈ 1). Errors carry a code, message, and suggestion (e.g. code 2002 = unsupported task type). Handle 429 with backoff and respect the concurrency cap by queueing. [Doc/3P]

Rights & licensing — read carefully, this is a real risk surface

[Doc/1P], verified 2026-07-10:

  • On the free/Basic plan, generated models are typically published publicly and released under a Creative Commons CC BY 4.0-style license — i.e., others may use them with attribution, and you do not get private/exclusive assets. Do not treat free-tier output as confidential or exclusive.
  • Paid plans unlock private models and grant commercial-use rights to the geometry you generate, which is what production/retail/print use requires.
  • Tripo's operating entity retains all IP in its software, models, and technology (Background IP); the license concerns the asset you generate, not the platform.

[Heuristic] Practical guidance for agents:

  • For any commercial deliverable, generate on a paid plan and confirm the current Terms yourself (tripo3d.ai/terms) — licensing wording changes and CC BY 4.0's "commercial-with-attribution" nuance is easy to misread. Do not assert "you own it, full commercial rights" without checking the plan and terms.
  • You are still responsible for the input: do not feed copyrighted/branded characters, trademarked designs, or images of identifiable real people you lack rights to, and don't launder those into a "generated" asset. The generator does not grant you rights you didn't have in the source.
  • For 3D printing commercial sales, verify both the Tripo license tier and that the design itself isn't infringing.

Complete worked example (illustration, not a required formula)

Intent: produce an engine-ready, game-budget stylized barrel prop for Unity, from a concept image, then convert to FBX. Provider/model: Tripo OpenAPI, P1 (want controlled low-poly + oriented asset).

bash
# 1) Create an image_to_model task with P1, budgeting ~4k faces, PBR on, image-aligned orientation.
curl -s https://api.tripo3d.ai/v2/openapi/task \
  -H "Authorization: Bearer $TRIPO_API_KEY" -H "Content-Type: application/json" \
  -d '{
        "type": "image_to_model",
        "model_version": "p1",
        "file": { "type": "png", "url": "https://example.com/barrel_ref.png" },
        "face_limit": 4000,
        "texture": true,
        "pbr": true,
        "texture_quality": "detailed",
        "orientation": "align_image",
        "auto_size": true
      }'
# -> { "code":0, "data": { "task_id": "TASK_A" } }

# 2) Poll until success, then read output URLs and consumed_credit.
curl -s https://api.tripo3d.ai/v2/openapi/task/TASK_A \
  -H "Authorization: Bearer $TRIPO_API_KEY"
# status: queued -> running -> success; data.output has the GLB URL. Download it promptly (URL expires).

# 3) Convert the finished GLB to FBX for the Unity project (chained by task id).
curl -s https://api.tripo3d.ai/v2/openapi/task \
  -H "Authorization: Bearer $TRIPO_API_KEY" -H "Content-Type: application/json" \
  -d '{ "type":"convert_model", "original_model_task_id":"TASK_A", "format":"FBX" }'

Why structured this way: P1 with an explicit face_limit yields a game-budget mesh directly instead of a million-triangle mesh you'd have to decimate; orientation:"align_image" keeps the pivot/facing predictable for level design; texture+PBR give lit-pipeline maps; conversion is a cheap chained task off the same id. Expected result: a ~4k-tri textured barrel, GLB then FBX. Likely failure modes: baked-in shadows from a harsh reference photo (fix: cleaner lighting or enable_image_autofix); hallucinated back detail (fix: supply a multiview set); topology too triangulated for later deformation (fix: quad:true or a smart_lowpoly pass). Variations: swap to multiview_to_model with front/back/left/right renders for a faithful hero prop; drop to v3.0 and texture:false for a rapid geometry-only silhouette review before committing credits.

Sources (verified 2026-07-10)

  • Tripo OpenAPI docs — Introduction, Quick Start, Pricing, model-generation pages: https://docs.tripo3d.ai/
  • Official Python SDK API reference (task types, params, animation presets): https://github.com/VAST-AI-Research/tripo-python-sdk/blob/master/docs/API.md
  • Tripo platform docs (billing, rate limit, error handling, animation): https://platform.tripo3d.ai/docs
  • Tripo API product page: https://www.tripo3d.ai/api; Pricing: https://www.tripo3d.ai/pricing
  • Tripo blog — H3.1 / Smart Mesh P1.0 announcements (first-party claims): https://www.tripo3d.ai/blog
  • Terms / licensing: https://www.tripo3d.ai/terms and 3D-print copyright guide on tripo3d.ai
  • Third-party (disclosed, secondary): apidog developer guide https://apidog.com/blog/how-to-use-tripo-3d-api/; 3D AI Studio Tripo P1 docs; fal / Runware Tripo model pages (proxy webhook behavior)

© calesthio, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in skills/providers/3d-generation/tripo-3d of calesthio/generative-media-skills.

  • SKILL.md
  • EVAL.md

Open the folder on GitHubat commit 8c85352

Compare with similar skills

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Works with

Questions about Tripo 3D

What does Tripo 3D do?

Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset…. Tripo 3D is an agent skill from calesthio/generative-media-skills.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing).

When should I use Tripo 3D?

Tripo 3D fits situations like: an agent must drive the async task-based Tripo API (create task; choose a model version (v3.0 / v3.1 / P1); prepare input images; control mesh/texture parameters.

How do I install Tripo 3D in Claude Code?

Run `npx skills add calesthio/generative-media-skills --skill tripo-3d -a claude-code`. Or copy the skill folder (skills/providers/3d-generation/tripo-3d in calesthio/generative-media-skills) into .claude/skills/tripo-3d in your project. Claude Code loads it when a task matches its description.

How do I install Tripo 3D in Codex?

Run `npx skills add calesthio/generative-media-skills --skill tripo-3d -a codex`. Or copy the skill folder (skills/providers/3d-generation/tripo-3d in calesthio/generative-media-skills) into .agents/skills/tripo-3d in your project. Codex loads it when a task matches its description.

Can I use Tripo 3D in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add calesthio/generative-media-skills --skill tripo-3d -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tripo-3d, .gemini/skills/tripo-3d, .github/skills/tripo-3d and .opencode/skills/tripo-3d in your project.

What does Tripo 3D need to run?

Going by SKILL.md and its folder, Tripo 3D needs the command-line tools its instructions call (curl) and credentials named TRIPO_API_KEY. Our summary lists: A credential in YOUR_API_KEY.

Does Tripo 3D access the network?

SKILL.md names 6 domains. In commands or code: api.tripo3d.ai, tripo3d.ai, docs.tripo3d.ai, github.com, platform.tripo3d.ai and apidog.com; the agent is likely to contact these when it follows the instructions. This is read from the text; nothing was executed.

Is Tripo 3D safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Tripo 3D use?

Tripo 3D is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Tripo 3D use?

About 5.1k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tripo 3D?

Skills that share tags, products or a category with Tripo 3D: API Forge (EliasOulkadi/shokunin, 114 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tripo 3D?

calesthio (a GitHub user) maintains it in calesthio/generative-media-skills, which has 197 GitHub stars. The repository holds 26 skills in this directory. The repository was last updated on July 14, 2026.

Source: calesthio/generative-media-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.