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…
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):
# 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
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.don't have the plugin yet? install it then click "run inline in claude" again.