Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API.
$ npx skills add corosolto/client --skill threejs-3d-generator -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install corosolto/client threejs-3d-generator --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .claude/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.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/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .claude/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generatorType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add corosolto/client --skill threejs-3d-generator -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install corosolto/client threejs-3d-generator --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .agents/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .agents/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add corosolto/client --skill threejs-3d-generator -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install corosolto/client threejs-3d-generator --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .cursor/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .cursor/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/corosolto/client.git --path .agents/skills/threejs-3d-generator--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add corosolto/client --skill threejs-3d-generator -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install corosolto/client threejs-3d-generator --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .gemini/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .gemini/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install corosolto/client threejs-3d-generatorInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add corosolto/client --skill threejs-3d-generator -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .github/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .github/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add corosolto/client --skill threejs-3d-generator -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install corosolto/client threejs-3d-generator --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/threejs-3d-generator .opencode/skills/threejs-3d-generator && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "threejs-3d-generator" agent skill from https://github.com/corosolto/client/tree/main/.agents/skills/threejs-3d-generator into .opencode/skills/threejs-3d-generator/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-3d-generator", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
threejs-3d-generatorGenerate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API.
Threejs 3D Generator is an agent skill from corosolto/client. Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API. Use for text-to-3D, image-to-3D, 2D concept to 3D conversion, game-ready GLB/FBX assets, characters, creatures, buildings, props, weapons, terrain pieces, auto-rigging, animation retargeting, model texturing, LEGO/voxel/Minecraft-style stylization, low-poly/quad conversion, and browser asset pipelines. Pair with threejs-image-generator for concepts, texture references, sky/background/terrain textures…
Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `agents/openai.yaml`, `references/api-notes.md` and `references/image-generator-workflows.md`).
It sits in Game Development, covering 3D graphics and WebGL, Game assets and audio and Image generation. It works with Three.js. The repository describes itself as: FPS satírico de navegador: 5 facções brasileiras caricatas, 44 personagens, 5 mapas e 26 armas — rounds e Capture the Flag contra bots, direto na aba, sem instalar nada. Three.js… The licence is AGPL-3.0.
Read from SKILL.md and the folder at commit 6277618. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
python3From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names these keys or tokens, usually read from environment variables:
TRIPO_API_KEYFrom names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Threejs 3D Generator loads about 3.4k tokens when it runs, and up to ~9.2k if it reads all its reference files. Until then it costs about 149 tokens; SKILL.md has 1,193 words of instructions outside code blocks.
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.
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); the scripts in this folder are not scanned.
The full file from corosolto/client at commit 6277618, republished under its AGPL-3.0 licence (© corosolto). 1,193 words, ~3,430 tokens.
.claude/skills/threejs-3d-generator/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Create production-oriented 3D assets, then prepare them for Three.js games. This is the Three.js game system's 3D-generation layer; it uses Tripo as the provider for text-to-3D, image-to-3D, texturing, rigging, retargeting, stylization, conversion, and downloadable GLB/FBX outputs.
Resolve <this-skill-dir> in the commands below in this order: ~/.claude/skills/threejs-3d-generator, ~/.codex/skills/threejs-3d-generator, ~/.agents/skills/threejs-3d-generator, or repo skills/threejs-3d-generator.
Never store API keys in skill files or client-side game code, and never paste a key value into a report. The script reads --api-key or TRIPO_API_KEY.
Step 0, before declaring the key unavailable: run this skill's own probe and paste its literal output into the report.
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe # prints TRIPO_API_KEY=SET|MISSINGTRIPO_API_KEY=MISSING is only a valid skip/blocker reason when this output is shown. Keys defined only in a shell profile can be absent from the process env; if the plain probe prints MISSING unexpectedly, wrap it: zsh -lc 'source ~/.zprofile 2>/dev/null || true; source ~/.zshrc 2>/dev/null || true; python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe'. When the director skill is loaded, prefer threejs-game-director/scripts/probe_asset_credentials.sh, which probes all three asset keys at once.
Generated model download URLs expire quickly, so download outputs immediately after successful tasks.
Reference gate:
references/api-notes.md before provider API work, endpoint/task decisions, model-version choices, polling, postprocess, conversion, rigging, animation, or download handling.references/threejs-integration.md before importing Tripo outputs into a browser game or advising GLB/FBX integration.references/image-generator-workflows.md before pairing threejs-image-generator with this skill for 2D concepts, texture references, UI art, logos, decals, or image-to-3D inputs.Track required references in a reference ledger with yes/no, path, and failure reason. Do not mark an asset pipeline complete while a required reference is skipped.
Run from the user's current project directory:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --helpRecommended premium game hero model:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
--prompt "game-ready [hero asset], strong readable silhouette, layered hard-surface detail, PBR materials, clean topology for browser game, centered pivot, 3/4 view, no text" \
--model-version v3.1-20260211 \
--texture-quality detailed \
--geometry-quality detailed \
--wait --download --out-dir assets/models/heroText to 3D:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
--prompt "game-ready sci-fi hover bike, sleek armored panels, readable silhouette, PBR, front facing" \
--model-version v3.1-20260211 \
--texture-quality detailed \
--geometry-quality detailed \
--wait --download --out-dir assets/models/hover-bikeImage to 3D from a local threejs-image-generator 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 and download:
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/modelsTexture, rig, animate, or convert:
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
--type texture_model --original-task-id TASK_ID \
--texture-prompt "brushed gunmetal, orange hazard decals, worn edges" \
--wait --download --out-dir assets/models/retextured
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
--type animate_prerigcheck --original-task-id TASK_ID --wait
# Rig version is routed by --rig-type: biped -> v1.0-20240301 (the v2.x rigger
# fails on humanoids), other body plans -> v2.5-20260210. Only pass
# --model-version to override that routing.
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
--type animate_rig --original-task-id TASK_ID --rig-type biped --spec tripo --wait
# animate_retarget takes the RIG task ID, not the generation task ID.
# Pass the same --rig-type used for the rig so the version routing matches
# (biped rigs use the legacy path: FBX output, ONE animation per task).
# Non-biped rigs may batch up to 5 presets per task via --animations.
# NEVER pass --animate-in-place: it corrupts the bake (mirrored limbs / exploded
# skinning). Strip root motion in the engine instead.
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
--type animate_retarget --original-task-id RIG_TASK_ID --rig-type quadruped \
--animations preset:idle,preset:walk,preset:run \
--wait --download --out-dir assets/models/animated
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/gltf
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
--type stylize_model --original-task-id TASK_ID --style voxel \
--wait --download --out-dir assets/models/voxelAnimated character pipeline (generation -> prerigcheck -> validated rig with retries -> retargets -> downloads). The pipeline routes itself by body plan: biped characters automatically use the v1.0-20240301 anatomical rig with one FBX per animation (plain preset names are mapped onto the preset:biped:* library); creatures use the v2.5-20260210 rig with GLB clips:
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 \
--out-dir assets/models/cyber-runner
# Creature example: stance language matters — generate in the pose the preset expects.
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 \
--out-dir assets/models/wolfUse threejs-image-generator before 3D generation when the asset benefits from a strong 2D reference:
Load references/image-generator-workflows.md for prompt patterns before generating or editing 2D inputs.
Load references/threejs-integration.md before importing Tripo outputs into a browser game. In short:
GLTFLoader for loading.AnimationMixer for rigged/animated GLBs.threejs-3d-generator / threejs-image-generator passes.Load references/api-notes.md for the full parameter tables, retarget mechanics, and the animation prohibitions (the canonical source for all three). The rules that prevent most failures:
--quad and --generate-parts off (generate_parts disables texturing; quad forces FBX output).animate_prerigcheck first (it takes no model version) and use the detected rig_type for animate_rig and preset selection. riggable=false means regenerate with a clearer pose, not force-rig.riggable=true does not guarantee a usable rig. After rigging, validate the skeleton before retargeting: threejs_3d_asset.py validate-rig rig-model.glb --rig-type biped (the character-pipeline does this automatically). Check both presence AND chain depth: a rig with a 1-bone leg or 2-bone arm warps every clip.character-pipeline --rig-retries N (default 2) automates this, and --model-task-id TASK_ID resumes from an existing generation. Armored/hard-surface characters need the most retries; organic meshes usually rig first try.avian for wing chains — and drive wings procedurally in Three.js or via external clips on a mixamo-spec rig.character-pipeline routes this automatically; only override --rig-model-version deliberately:v1.0-20240301 (anatomical Mixamo-like skeleton with twist bones + the large preset:biped:* clip library: idle, walk, run, slash, jump, dances, ...). The v2.x limb-chain rigger went 0/16 on humanoid meshes — armored or not, T-pose or A-pose — always producing asymmetric chains.v2.5-20260210 (v2.x handles quadruped/avian well: symmetric 5-6 bone chains).--model-version default (omit the version): the retarget enum rejects explicit v1.0-20240301 (HTTP 400 code 2017) but the server default handles v1.0 rigs.--out-format fbx (the script enforces this): Tripo's GLB bake on this path exports twist-bone transforms in the wrong space and limbs collapse into the torso — the FBX of the same task is correct. Load with three.js FBXLoader or convert offline. v2.5 creature retargets are fine as GLB.--spec tripo (default) when Tripo presets will be retargeted; --spec mixamo rigs cannot be used with Tripo retarget and are only for external animation pipelines.animate_retarget takes the RIG task ID (not the generation task ID). Batch up to 5 presets per task with --animations; batched clips return named NlaTrack, NlaTrack.001, … in request order — map by index and rename after import. See references/api-notes.md for the v1.0-vs-v2.5 batching and out-format rules.preset:attack; use preset:slash/preset:shoot). Non-biped rig types have a single locomotion preset each; plan extra creature motion procedurally or via external retargeting.threejs_3d_asset.py validate-animation clip.glb (keyframe QA: flags scale tracks, limb-stretching translation tracks, extreme rotations, and reports per-clip duration/channel coverage), then verify motion visually in the engine.--animate-in-place (verified to corrupt clips: mirrored/crossed limbs on v1.0 rigs, exploded skinning on v2.5 — full detail in references/api-notes.md). Keep root motion baked and convert to in-place at import instead; exact engine snippet in references/threejs-integration.md.gltf.animations clip names and counts before wiring the AnimationMixer.smart_low_poly, face_limit, later conversion, or low-poly postprocess when the asset is too expensive.© corosolto, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (scripts, references) in .agents/skills/threejs-3d-generator of corosolto/client.
Open the folder on GitHubat commit 6277618
Threejs 3D Generator next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Threejs 3D Generator this skillcorosolto/client | 257 | — | ~3.4k | Automated safety check: Pass | AGPL-3.0 | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 | |
| Threejs Image Generatorvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| 3D Image Rendererhassancs91/claude-image-generation | 101 | — | ~1.4k | Automated safety check: Pass | MIT |
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
hassancs91/claude-image-generation
Generate PNG images by building a real Three.js 3D scene and capturing one frame headlessly — no image model involved.
TheOrcDev/skills
Turn one still image into a living web backdrop - depth parallax that follows the pointer, a subject that breathes, and ambient wind, cloud drift, light and dust, in a single WebGL shader with a…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
corosolto/client
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures.
corosolto/client
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an…
corosolto/client
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls.
corosolto/client
Primary entrypoint for complete Three.js browser game creation and premium iteration.
corosolto/client
Roda o Gauntlet Loop do CS BRASIL / CORO SOLTO — o ciclo crítico-adversarial → builders em paralelo → captura medida → verificação A/B → caçador de regressões que melhora gráficos, mapas, armas, UI…
Works with
Categories
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API. Threejs 3D Generator is an agent skill from corosolto/client.js games using the Tripo API.
Threejs 3D Generator fits situations like: 2D concept to 3D conversion; game-ready GLB/FBX assets; animation retargeting; model texturing.
Run `npx skills add corosolto/client --skill threejs-3d-generator -a claude-code`. Or copy the skill folder (.agents/skills/threejs-3d-generator in corosolto/client) into .claude/skills/threejs-3d-generator in your project. Claude Code loads it when a task matches its description.
Run `npx skills add corosolto/client --skill threejs-3d-generator -a codex`. Or copy the skill folder (.agents/skills/threejs-3d-generator in corosolto/client) into .agents/skills/threejs-3d-generator in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add corosolto/client --skill threejs-3d-generator -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-3d-generator, .gemini/skills/threejs-3d-generator, .github/skills/threejs-3d-generator and .opencode/skills/threejs-3d-generator in your project.
Going by SKILL.md and its folder, Threejs 3D Generator needs Python for the scripts in its folder, the command-line tools its instructions call (python3) and credentials named TRIPO_API_KEY. Our summary lists: Python 3; A credential in TRIPO_API_KEY.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Threejs 3D Generator is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.4k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Threejs 3D Generator: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Threejs Image Generator (valkor-ai/loom, 1.2k stars) and Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
corosolto (a GitHub organization) maintains it in corosolto/client, which has 257 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 9, 2026.
Source: corosolto/client on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.