| 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:
- Sign up at https://app.meshy.ai
- Go to Settings → API Keys
- 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):
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
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
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):
cp <plugin-root>/assets/3d-characters/models/Soldier.glb public/assets/models/
node <plugin-root>/scripts/find-3d-asset.mjs --query "barrel" --source polyhaven \
--output public/assets/models/ --slug barrel
Step 5: Integrate
- Create
src/level/AssetLoader.js — use SkeletonUtils.clone() for animated models (import from three/addons/utils/SkeletonUtils.js). Regular .clone() breaks skeleton → T-pose.
- Add
CHARACTER to Constants.js with path, scale, facingOffset, clipMap
- Add
ASSET_PATHS and MODEL_CONFIG for static models
- 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)
- 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
- Replace environment primitives with
loadModel() calls + .catch() fallback
- Add
THREE.GridHelper for visible movement reference
- 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, offsetY) per model
- Run
npm run build to confirm no errors
- Generate
ATTRIBUTION.md from .meta.json files
Example Usage
With Meshy AI
/add-3d-assets examples/space-explorer
Result: Generates custom knight model via Meshy → rigs and animates (Idle/Walk/Run) → replaces BoxGeometry player with animated GLB → adds OrbitControls camera → world props from free libraries.
Without Meshy (fallback)
/add-3d-assets examples/3d-platformer
Result: Copies Soldier.glb from character library → configures SkeletonUtils.clone() → fadeToAction animation crossfade → replaces all primitives with library/downloaded models.
Troubleshooting
Model stuck in T-pose (not animating)
Cause: Using .clone(true) instead of SkeletonUtils.clone() breaks skeleton bindings on animated GLB models.
Fix: Always use SkeletonUtils.clone() from three/addons/utils/SkeletonUtils.js for any model with animations. Regular .clone() copies the mesh but not the skeleton bindings.
Meshy AI generation fails or returns low quality
Cause: Vague prompts or wrong generation mode selected.
Fix: Use specific, descriptive prompts (e.g., "low-poly medieval wooden treasure chest, game asset" not "chest"). For characters, use image-to-3D mode with a reference image. Set art style to "game-asset" or "low-poly" for better game integration.
Rigging fails on generated model
Cause: The model geometry is not suitable for auto-rigging (too complex, non-manifold, or not humanoid).
Fix: Simplify the prompt to produce cleaner geometry. Ensure the model is a single connected mesh in a humanoid pose. Non-humanoid models (props, vehicles) should not be rigged — use them as static assets instead.
meshopt decoder error on load
Cause: Some GLB files use meshopt compression which requires a decoder not loaded by default.
Fix: Add the meshopt decoder before loading: import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; loader.setMeshoptDecoder(MeshoptDecoder);
Model facing wrong direction
Cause: Different model sources use different forward directions. Mixamo models face -Z, some others face +Z.
Fix: Store a facingOffset per character model. Apply it as model.rotation.y = facingOffset + movementAngle. Common values: Soldier/Xbot need +Math.PI, Robot/Fox need +0.
Next Step
Tell the user:
Your 3D game now has custom models! Characters were generated with Meshy AI (or sourced from the model library), rigged, and animated. World objects are loaded from GLB files.
Files created:
src/level/AssetLoader.js — model loader with SkeletonUtils
public/assets/models/ — generated and downloaded GLB models
- OrbitControls third-person camera
Controls: WASD to move, Shift to run, mouse drag to orbit camera, scroll to zoom.
Run the game to see everything in action. Adjust MODEL_CONFIG in Constants.js to fine-tune scale and orientation.