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/add-3d-assets

Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use

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game-creator
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Install
$ npx -y skills add playableintelligence/game-creator --skill add-3d-assets --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/add-3d-assets

Context preview

The summary Claude sees to decide when to auto-load this skill.

Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use

SKILL.md

add-3d-assets.SKILL.md
name: add-3d-assets
description: Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use add-assets instead. Do NOT use for 2D pixel art (use add-assets) or gameplay changes (use add-feature).
argument-hint: "[path-to-game]"
license: MIT
metadata:
  author: OpusGameLabs
  version: 1.3.0
  tags: [game, 3d, assets, glb, models, threejs]

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Add 3D Assets

Replace basic geometric shapes (BoxGeometry, SphereGeometry) with real 3D models. Characters get custom Meshy AI-generated models with rigging and animation. World objects get generated or sourced from free libraries.

Instructions

Analyze the game at `$ARGUMENTS` (or the current directory if no path given).

First, load the game-3d-assets skill and the meshyai skill for the full model pipeline, AssetLoader pattern, Meshy generation, and integration patterns.

Step 1: Get Meshy API Key

Check if `MESHY_API_KEY` is set. First check `.env`: `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 not set, ask the user:

> 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.

Step 2: Audit

  • Read `package.json` to confirm this is a Three.js game (not Phaser — use `/add-assets` for 2D games)
  • Read `src/core/Constants.js` for entity types, sizes, colors
  • Read entity files (`src/gameplay/*.js`, `src/entities/*.js`) — find `BoxGeometry`, `SphereGeometry`, etc.
  • Read `src/level/LevelBuilder.js` for environment primitives
  • List every entity using geometric shapes
  • Identify which entity is the **player character** (needs animated model)

Step 3: Plan

Split entities into two categories:

**Animated characters** (player, enemies with AI) — generate with Meshy AI:

| Entity | Meshy Prompt | Notes | |--------|-------------|-------| | Player | "a heroic knight, low poly game character, full body, t-pose" | Generate → rig → animate | | Enemy | "a goblin warrior with a club, low poly game character" | Generate → rig → animate |

If Meshy unavailable, fall back to `assets/3d-characters/`:

  • **Soldier** — realistic military (Idle, Walk, Run) — best default
  • **Xbot** — stylized mannequin (idle, walk, run + additive poses)
  • **RobotExpressive** — cartoon robot (Idle, Walking, Running, Dance, Jump + 8 more)
  • **Fox** — low-poly animal (Survey, Walk, Run) — scale 0.02

**World objects** (buildings, props, scenery, collectibles) — generate with Meshy or search free libraries:

| Entity | Meshy Prompt | Fallback Source | |--------|-------------|-----------------| | Tree | "a low poly stylized tree, game asset" | Poly Haven | | House | "a medieval house, low poly game asset" | Poly Haven | | Barrel | "a wooden barrel, low poly game asset" | Poly Haven | | Coin | "a gold coin, game collectible item" | Sketchfab |

Step 4: Generate / Download

**With Meshy (preferred):**

# Generate characters
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode text-to-3d \
  --prompt "a heroic knight, low poly game character, full body" \
  --polycount 15000 --pbr \
  --output public/assets/models/ --slug player

# Rig characters for animation
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode rig --task-id <refine-task-id> --height 1.7 \
  --output public/assets/models/ --slug player-rigged

# Generate static props
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode text-to-3d \
  --prompt "a wooden barrel, low poly game asset" \
  --polycount 5000 \
  --output public/assets/models/ --slug barrel

**Without Meshy (fallback):**

# Characters — copy from library
cp <plugin-root>/assets/3d-characters/models/Soldier.glb public/assets/models/

# World objects — search and download
node <plugin-root>/scripts/find-3d-asset.mjs --query "barrel" --source polyhaven \
  --output public/assets/models/ --slug barrel

Step 5: Integrate

1. Create `src/level/AssetLoader.js` — **use `SkeletonUtils.clone()` for animated models** (import from `three/addons/utils/SkeletonUtils.js`). Regular `.clone()` breaks skeleton → T-pose. 2. Add `CHARACTER` to Constants.js with `path`, `scale`, `facingOffset`, `clipMap` 3. Add `ASSET_PATHS` and `MODEL_CONFIG` for static models 4. Update `Player.js`:

  • `THREE.Group` as position anchor
  • `loadAnimatedModel()` + `AnimationMixer`
  • `fadeToAction()` for idle/walk/run crossfade
  • Camera-relative WASD via `applyAxisAngle(_up, cameraAzimuth)`
  • Model facing: `atan2(v.x, v.z) + CHARACTER.facingOffset`
  • `model.quaternion.rotateTowards(targetQuat, turnSpeed * delta)`

5. Update `Game.js`:

  • Add `OrbitControls` — third-person camera orbiting player
  • Camera follows: move `orbitControls.target` + `camera.position` by player delta
  • Pass `orbitControls.getAzimuthalAngle()` to Player for camera-relative movement

6. Replace environment primitives with `loadModel()` calls + `.catch()` fallback 7. Add `THREE.GridHelper` for visible movement reference 8. Preload all models on startup with `preloadAll()` for instant loading

Step 6: Tune & Verify

  • Run `npm run dev` — walk around with WASD, orbit camera with mouse
  • Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
  • Adjust `MODEL_CONFIG` values (scale, rotationY,
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