playableintelligence/game-creatorMIT4 files

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.

Specification
Skill ID
playableintelligence/game-creator/meshyai
Publisher
playableintelligence
Repository
game-creator
Installs
0
Files
4
License
MIT
Requires
Requires MESHY_API_KEY environment variable and internet access for Meshy AI API calls.
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

playableintelligence/game-creator/meshyaiInstalls these files
  • SKILL.md
  • api-reference.md
  • rigging-pipeline.md
  • verification-patterns.md

What this skill tells the agent

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
assets/3d-characters/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)

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