Agent skill

Threejs 3D Generator

by corosolto in corosolto/client

Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API.

AGPL-3.0Auto-check passedGame Development

Install Threejs 3D Generator

skills CLI
$ npx skills add corosolto/client --skill threejs-3d-generator -a claude-code

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

GitHub CLI
$ gh skill install corosolto/client threejs-3d-generator --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/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-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
threejs-3d-generator
GitHub stars
257
Token cost
~3.4k tokens
SKILL.md length
1,193 words
Files
6 (incl. scripts, references)
Skills in repo
21
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API.

  • 2D concept to 3D conversion
  • SKILL.md covers Purpose, API Key, Tool Script and Common Commands, plus 4 more sections
  • Runs Python scripts from its folder; calls python3; needs TRIPO_API_KEY
  • Game-ready GLB/FBX assets

What it does

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.

When your agent uses it

  • 2D concept to 3D conversion
  • Game-ready GLB/FBX assets
  • Animation retargeting
  • Model texturing

Example prompts

  • “/threejs-3d-generator”

Requirements

  • Python 3
  • A credential in TRIPO_API_KEY

What it can do on your machine

Read from SKILL.md and the folder at commit 6277618. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • python3

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

  • Network

    No URLs in SKILL.md.

    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

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.

Always · name and description, kept in context so the agent knows when to use it
~149
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.2k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from corosolto/client at commit 6277618, republished under its AGPL-3.0 licence (© corosolto). 1,193 words, ~3,430 tokens.

Download SKILL.mdSave it as .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.
name
threejs-3d-generator
description
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, logos, icons, and GUI art before image-to-3D generation.

Three.js 3D Generator

Purpose

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.

API Key

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.

bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe   # prints TRIPO_API_KEY=SET|MISSING

TRIPO_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.

Tool Script

Reference gate:

  • Load references/api-notes.md before provider API work, endpoint/task decisions, model-version choices, polling, postprocess, conversion, rigging, animation, or download handling.
  • Load references/threejs-integration.md before importing Tripo outputs into a browser game or advising GLB/FBX integration.
  • Load 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:

bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --help

Common Commands

Recommended premium game hero model:

bash
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/hero

Text to 3D:

bash
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-bike

Image to 3D from a local threejs-image-generator concept:

bash
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-bike

Status and download:

bash
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

Texture, rig, animate, or convert:

bash
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/voxel

Animated 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:

bash
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/wolf

Three.js Image Generator Pairing

Use threejs-image-generator before 3D generation when the asset benefits from a strong 2D reference:

  • Character concept, full-body T-pose/A-pose, front/side/back variants.
  • Building, prop, vehicle, weapon, pickup, enemy, obstacle, or terrain tile reference.
  • Style sheet for a whole asset family.
  • Texture references: terrain, rock, metal, fabric, decals, skyboxes, backgrounds, UI materials.
  • Logos, faction marks, pickup icons, hazard signs, cockpit decals, HUD symbols, and GUI panels.

Load references/image-generator-workflows.md for prompt patterns before generating or editing 2D inputs.

Three.js Integration

Load references/threejs-integration.md before importing Tripo outputs into a browser game. In short:

  • Prefer GLB/PBR outputs for Three.js.
  • Use GLTFLoader for loading.
  • Use AnimationMixer for rigged/animated GLBs.
  • Keep generated model files out of client-side API flows; generation is a tooling step.
  • Inspect triangle count, texture count, material count, file size, scale, pivot, bounds, and animation clips.
  • Use generated 3D assets as hero/high-fidelity content, then build surrounding prop kits procedurally or with additional threejs-3d-generator / threejs-image-generator passes.

Rigging and Animation Reliability

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:

  • Generate characters as one fused mesh: keep --quad and --generate-parts off (generate_parts disables texturing; quad forces FBX output).
  • Require full-body T-pose or A-pose, arms away from body, symmetric, no props fused to the silhouette. Verify the rendered preview is actually in T/A-pose before rigging; regenerate if not.
  • Run 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.
  • Auto-rigging is nondeterministic. On validation failure, retry the rig task (~25 credits) before regenerating the model — 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.
  • Creatures get exactly one preset (walk/march). For multi-mode creatures (crawl + fly dragons), rig the same model twice — ground rig type for the locomotion preset, avian for wing chains — and drive wings procedurally in Three.js or via external clips on a mixamo-spec rig.
  • Rig version is the main quality lever, and it differs by body plan (measured June 2026). The character-pipeline routes this automatically; only override --rig-model-version deliberately:
    • HUMANOIDS: 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.
    • CREATURES: v2.5-20260210 (v2.x handles quadruped/avian well: symmetric 5-6 bone chains).
  • For v1.0 rigs, retarget with --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.
  • v1.0 retargets must use --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.
  • Use --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.
  • Only 16 presets exist for v2.5 rigs (no 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.
  • A creature's MESH STANCE drives how presets read: a quadruped walk on an upright-standing dragon looks like a human walking. Generate creatures in the stance the animation expects (horizontal body, all fours planted) — the pipeline only auto-appends T-pose language for biped rigs.
  • After download, run 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.
  • Never use --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.
  • After download, inspect gltf.animations clip names and counts before wiring the AnimationMixer.
Show full SKILL.md (97 more words)Show less

Quality Rules

  • Improve the user's prompt with material, silhouette, camera/readability, scale, and game-use constraints.
  • For riggable characters, include full-body T-pose or A-pose in the prompt or create a T-pose reference image first.
  • For Three.js games, request GLB/PBR, reasonable face limits, and texture quality matched to the performance budget.
  • For mobile/browser games, favor smart_low_poly, face_limit, later conversion, or low-poly postprocess when the asset is too expensive.
  • Always download output URLs immediately after success.
  • Report the credential probe output, reference ledger, task IDs, output paths, model version, texture/geometry settings, animations, conversion settings, Three.js import notes, and any missing/failed steps.

© 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

Files

SKILL.md and 5 other files (scripts, references) in .agents/skills/threejs-3d-generator of corosolto/client.

  • SKILL.md
  • agents/openai.yaml
  • references/api-notes.md
  • references/image-generator-workflows.md
  • references/threejs-integration.md
  • scripts/threejs_3d_asset.py

Open the folder on GitHubat commit 6277618

Compare with similar skills

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.

Threejs 3D Generator compared with similar skills
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Threejs 3D Generatorvalkor-ai/loom1.2k1 repos~2.6kAutomated safety check: PassApache-2.0
Threejs Image Generatorvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone
3D Image Rendererhassancs91/claude-image-generation101—~1.4kAutomated safety check: PassMIT

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Works with

Questions about Threejs 3D Generator

What does Threejs 3D Generator do?

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.

When should I use Threejs 3D Generator?

Threejs 3D Generator fits situations like: 2D concept to 3D conversion; game-ready GLB/FBX assets; animation retargeting; model texturing.

How do I install Threejs 3D Generator in Claude Code?

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.

How do I install Threejs 3D Generator in Codex?

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.

Can I use Threejs 3D Generator 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 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.

What does Threejs 3D Generator need to run?

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.

Does Threejs 3D Generator access the network?

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.

Is Threejs 3D Generator 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Threejs 3D Generator use?

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.

How many tokens does Threejs 3D Generator use?

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.

What are the alternatives to Threejs 3D Generator?

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.

Who maintains Threejs 3D Generator?

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.