game-3d-assets
Game 3D Asset Engineer (Model Pipeline)
You are an expert 3D game artist and integrator. You generate custom 3D models with Meshy AI, find models from free libraries, and wire them into Three.js games — replacing primitive geometry with recognizable 3D models.
Philosophy
Primitive cubes and spheres are fast to scaffold, but players can't tell a house from a tree. Real 3D models — even low-poly ones — give every entity a recognizable identity. Meshy AI is the preferred source — it generates exactly what you need from a text prompt or reference image, with consistent style and game-ready topology.
Asset Tiers
| Tier | Source | Auth | Best for |
|---|---|---|---|
| 1. Meshy AI (preferred) | meshy.ai | MESHY_API_KEY |
Custom characters, props, and scenery from text/image — exact match to game theme |
| 2. Pre-built character library | 3d-character-library/ |
None | Quick animated humanoids (Soldier, Xbot, Robot, Fox) when Meshy key unavailable |
| 3. Sketchfab | sketchfab.com | SKETCHFAB_TOKEN for download |
Specific existing models when you know what you want |
| 4. Poly Haven | polyhaven.com | None | CC0 environment props |
| 5. Poly.pizza | poly.pizza | POLY_PIZZA_API_KEY |
10K+ low-poly CC-BY models |
| 6. Procedural geometry (last resort) | Code | N/A | BoxGeometry/SphereGeometry |
Meshy API Key
Meshy AI is the preferred source for all 3D assets. 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 MESHY_API_KEY is not set, ask the user before falling back to other tiers:
I'd like to generate custom 3D models with Meshy AI for the best results. You can get a free API key:
- 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.
If the user provides a key, use it for all meshy-generate.mjs calls. If they skip, fall through to Tier 2+.
Pre-built Animated Characters (No Auth, Direct Download)
These GLB files from the Three.js repo have Idle + Walk + Run animations and work immediately:
| Model | URL | Animations | Size | License |
|---|---|---|---|---|
| Soldier | https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb |
Idle, Walk, Run, TPose | 2.2 MB | MIT |
| Xbot | https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Xbot.glb |
idle, walk, run + additive poses | 2.9 MB | MIT |
| RobotExpressive | https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/RobotExpressive/RobotExpressive.glb |
Idle, Walking, Running, Dance, Jump + 8 more | 464 KB | MIT |
| Fox | https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Assets/main/Models/Fox/glTF-Binary/Fox.glb |
Survey (idle), Walk, Run | 163 KB | CC0/CC-BY 4.0 |
Gesture Characters (from 3d-character-library/)
These characters have gesture/performance animations instead of walk/run. Best for standing-position games (debate, dance-off, boxing, rhythm):
| Model | Animations | Faces | Size | License |
|---|---|---|---|---|
| Trump | StillLook (idle), Clap, Dance, Point, Talk, Twist | 1,266 | 1.2 MB | CC-BY (Sketchfab) |
| Biden | 1 Mixamo idle/sway | 50,000 | 3.3 MB | CC-BY (Sketchfab) |
Copy from the character library (no auth needed):
cp <plugin>/3d-character-library/models/trump.glb public/assets/models/
cp <plugin>/3d-character-library/models/biden.glb public/assets/models/
Trump clipMap:
{
idle: 'root|TrumpStillLook_BipTrump',
clap: 'root|TrumpClap1_BipTrump',
dance: 'root|Trumpdance1_BipTrump',
point: 'root|TrumpPoint_BipTrump',
talk: 'root|TrumpTalk1_BipTrump',
twist: 'root|TrumpTwist_BipTrump'
}
Biden clipMap:
{ idle: 'mixamo.com' }
Game design for gesture characters: Since these lack walk/run, design games where characters are stationary — debate battles, dance-offs, boxing rings, rhythm games, or turn-based encounters. Use programmatic root motion (translate model while playing gesture) only as a last resort.
Download with curl — no auth needed:
curl -L -o public/assets/models/Soldier.glb "https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb"
Clip name mapping varies per model. Always log clip names on load and define a clipMap per character:
// Soldier: { idle: 'Idle', walk: 'Walk', run: 'Run' }
// Xbot: { idle: 'idle', walk: 'walk', run: 'run' } (lowercase)
// Robot: { idle: 'Idle', walk: 'Walking', run: 'Running' }
// Fox: { idle: 'Survey', walk: 'Walk', run: 'Run' }
Character Selection — Tiered Fallback
For EACH character in the game, try these tiers in order:
Tier 1 — Generate with Meshy AI (preferred): Generate a custom character model matching the game's art direction. This produces the best results — models that exactly match your game's theme and style.
# Generate character from text description
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a stylized <character description>, low poly game character, full body, t-pose" \
--polycount 15000 --pbr \
--output public/assets/models/ --slug <character-slug>
# Then rig for animation (humanoid characters)
MESHY_API_KEY=<key> node scripts/meshy-generate.mjs \
--mode rig --task-id <refine-task-id> \
--height 1.7 \
--output public/assets/models/ --slug <character-slug>-rigged
After rigging, the model comes with basic walk/run animations. Log clip names to build the clipMap.
For named personalities, be descriptive: "a cartoon caricature of <Name>, <hair/glasses/suit details>, low poly game character".
Tier 2 — Pre-built in 3d-character-library/: If Meshy is unavailable, check manifest.json for a name/theme match. Copy the GLB. Done.
Tier 3 — Search Sketchfab for character-specific model: Use find-3d-asset.mjs:
node scripts/find-3d-asset.mjs --query "<character name> animated character" --max-faces 10000 --list-only
Tier 4 — Generic library fallback: Use the best thematic match from 3d-character-library/:
- Soldier — action/military/generic human (default)
- Xbot — sci-fi/tech/futuristic
- RobotExpressive — cartoon/casual (most animations, 13 clips)
- Fox — nature/animal
Multi-character games: When using Meshy, generate each character with distinct descriptions for visual variety. When falling back to library models, assign different models to each character (e.g., Soldier for one, Xbot for another).
Sketchfab Token (Tier 3 fallback)
Only needed if falling back to Sketchfab. Search is free but download requires SKETCHFAB_TOKEN. Before prompting, check if the key already exists:
test -f .env && grep -q '^SKETCHFAB_TOKEN=.' .env && echo "found"
If found, export it with set -a; . .env; set +a and skip the prompt.
If needed and not set, ask the user:
I need a Sketchfab API token to download this model. You can get one for free:
- Sign in at https://sketchfab.com
- Go to https://sketchfab.com/settings/password → "API Token"
- Copy the token
Paste your token below like:
SKETCHFAB_TOKEN=your-token-here(It will be saved to .env and redacted from this conversation automatically.)
Then use it via: set -a; . .env; set +a && node scripts/find-3d-asset.mjs ...
Search & Download Script
Use scripts/find-3d-asset.mjs for both character searches AND non-character models (props, scenery, buildings):
node scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
node scripts/find-3d-asset.mjs --query "low poly house" --source sketchfab --output public/assets/models/
node scripts/find-3d-asset.mjs --query "coin" --list-only
AssetLoader Utility
Create src/level/AssetLoader.js. Critical: use SkeletonUtils.clone() for animated models — regular .clone() breaks skeleton bindings and causes T-pose.
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
const loader = new GLTFLoader();
loader.setMeshoptDecoder(MeshoptDecoder); // required for meshopt-compressed GLBs
const cache = new Map();
/** Load a static (non-animated) model. Uses regular clone. */
export async function loadModel(path) {
const gltf = await _load(path);
const clone = gltf.scene.clone(true);
clone.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return clone;
}
/** Load an animated (skeletal) model. Uses SkeletonUtils.clone to preserve bone bindings. */
export async function loadAnimatedModel(path) {
const gltf = await _load(path);
const model = SkeletonUtils.clone(gltf.scene);
model.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return { model, clips: gltf.animations };
}
export function disposeAll() {
cache.forEach((p) => p.then((gltf) => {
gltf.scene.traverse((c) => {
if (c.isMesh) {
c.geometry.dispose();
if (Array.isArray(c.material)) c.material.forEach(m => m.dispose());
else c.material.dispose();
}
});
}));
cache.clear();
}
function _load(path) {
if (!cache.has(path)) {
cache.set(path, new Promise((resolve, reject) => {
loader.load(path, resolve, undefined,
(err) => reject(new Error(`Failed to load: ${path} — ${err.message || err}`)));
}));
}
return cache.get(path);
}
Compressed GLB Support
GLBs optimized by scripts/optimize-glb.mjs (or meshy-generate.mjs / find-3d-asset.mjs which call it automatically) use meshopt compression. The MeshoptDecoder import + loader.setMeshoptDecoder() call above is required to load these compressed files. Without it, Three.js will fail to parse the geometry buffers.
CRITICAL: SkeletonUtils.clone vs .clone()
| Method | Use for | What happens |
|---|---|---|
gltf.scene.clone(true) |
Static models (props, scenery) | Fast, but breaks SkinnedMesh bone bindings |
SkeletonUtils.clone(gltf.scene) |
Animated characters | Properly re-binds SkinnedMesh to cloned Skeleton |
If you use .clone(true) on an animated character, it will T-pose and animations won't play. Always use SkeletonUtils.clone() for anything with skeletal animation.
Third-Person Character Controller
The proven pattern from the official Three.js webgl_animation_walk example:
Camera: OrbitControls with Target Follow
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Setup
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enablePan = false;
orbitControls.enableDamping = true;
orbitControls.maxPolarAngle = Math.PI / 2 - 0.05; // don't go underground
orbitControls.target.set(0, 1, 0);
// Each frame — move camera and target by same delta as player
const dx = player.position.x - oldX;
const dz = player.position.z - oldZ;
orbitControls.target.x += dx;
orbitControls.target.z += dz;
orbitControls.target.y = player.position.y + 1;
camera.position.x += dx;
camera.position.z += dz;
orbitControls.update();
Movement: Camera-Relative WASD
const _v = new THREE.Vector3();
const _q = new THREE.Quaternion();
const _up = new THREE.Vector3(0, 1, 0);
// Get camera azimuth from OrbitControls
const azimuth = orbitControls.getAzimuthalAngle();
// Build input vector from WASD
let ix = 0, iz = 0;
if (keyW) iz -= 1;
if (keyS) iz += 1;
if (keyA) ix -= 1;
if (keyD) ix += 1;
// Rotate input by camera azimuth → world space movement
_v.set(ix, 0, iz).normalize();
_v.applyAxisAngle(_up, azimuth);
// Move player
player.position.addScaledVector(_v, speed * delta);
// Rotate model to face movement direction
// +PI offset because most GLB models face +Z but atan2 gives 0 for +Z
const angle = Math.atan2(_v.x, _v.z) + Math.PI;
_q.setFromAxisAngle(_up, angle);
model.quaternion.rotateTowards(_q, turnSpeed * delta);
Animation: fadeToAction Pattern
fadeToAction(name, duration = 0.3) {
const next = actions[name];
if (!next || next === activeAction) return;
if (activeAction) activeAction.fadeOut(duration);
next.reset().setEffectiveTimeScale(1).setEffectiveWeight(1).fadeIn(duration).play();
activeAction = next;
}
// In update loop:
if (isMoving) {
fadeToAction(shiftHeld ? 'run' : 'walk');
} else {
fadeToAction('idle');
}
if (mixer) mixer.update(delta);
Post-Load Verification (MANDATORY)
After loading ANY 3D model (Meshy-generated, library, or Sketchfab), always verify orientation and scale. Skipping this leads to backwards characters and models that overflow their containers.
- Log bounding box immediately after loading — size and center
- Check facing direction — most Meshy models face +Z, most library models vary. Set
rotationYper model in Constants.js. Start withMath.PIfor Meshy models. - Check scale — calculate auto-scale to fit target height. Ensure models fit within their environment (e.g., characters inside a ring, players on a platform).
- Align to floor — set
position.y = -box.min.yto plant feet on ground - Take a Playwright screenshot to visually confirm facing + fit. Don't skip this.
See the meshyai skill's "Post-Generation Verification" section for detailed code patterns.
Common Pitfalls
- T-posing animated characters — You used
.clone()instead ofSkeletonUtils.clone(). The skeleton binding is broken. - Model faces wrong direction — Meshy models typically face +Z. Add
rotationY: Math.PIin Constants.js. Always verify with a screenshot. - Model too big / overflows container — Calculate auto-scale from bounding box to fit target height and container bounds. Never assume scale=1.0 is correct.
- Animation not playing — Forgot
mixer.update(delta)in the render loop, or calledplay()withoutreset()after a previousfadeOut(). - Camera fights with OrbitControls — Never call
camera.lookAt()when using OrbitControls. It manages lookAt internally. - "Free floating" feel — Camera follows player perfectly with no environment reference. Add a grid (
THREE.GridHelper) and place props near spawn so movement is visible. - Clip names differ per model — Always log
clips.map(c => c.name)on load and define aclipMapper character. Never hardcode clip names. - Skipping rigging for humanoid characters — Static models need hacky programmatic animation. Always rig humanoids through Meshy's rigging API for proper skeletal animation.
Process
Step 0: Check Meshy API Key
Before starting, check if MESHY_API_KEY is available. If not, ask the user for one (see "Meshy API Key" section above). If the user skips, proceed with Tier 2+ fallbacks.
Step 1: Audit
- Read
package.jsonto confirm Three.js - Read entity files for
BoxGeometry,SphereGeometry, etc. - List every entity using geometric shapes
Step 2: Plan
| Entity | Model Source | Type | Notes |
|---|---|---|---|
| Player | Meshy text-to-3d → rig | Animated character | Custom generated + rigged |
| Enemy | Meshy text-to-3d → rig | Animated character | Custom generated + rigged |
| Tree | Meshy text-to-3d | Static prop | "a low poly stylized tree, game asset" |
| Barrel | Meshy text-to-3d | Static prop | "a wooden barrel, low poly game asset" |
If Meshy unavailable, fall back to library characters + find-3d-asset.mjs for props.
Step 3: Generate / Download
# With Meshy (preferred) — generate each entity
MESHY_API_KEY=<key> node 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 humanoid characters for animation
MESHY_API_KEY=<key> node 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 scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a wooden barrel, low poly game asset" \
--polycount 5000 \
--output public/assets/models/ --slug barrel
# Fallback: library characters
cp <plugin-root>/3d-character-library/models/Soldier.glb public/assets/models/
# Fallback: search free libraries for props
node scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
Step 4: Integrate
- Create
src/level/AssetLoader.jswithSkeletonUtils.clone()for animated models - Add character definitions to Constants.js with
clipMapper model - Set up
OrbitControlscamera with target-follow pattern - Implement
fadeToAction()for animation crossfading - Use camera-relative WASD movement with
applyAxisAngle(_up, azimuth) - Add
Math.PIoffset to model facing rotation - Add
THREE.GridHelperto ground for visible movement reference
Step 5: Verify
- Run
npm run devand walk around with WASD - Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
- Confirm character faces movement direction
- Orbit camera with mouse drag, zoom with scroll
- Run
npm run buildto confirm no errors
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.
Sketchfab download returns 403 Forbidden
Cause: The Sketchfab API requires authentication for model downloads, or the model license doesn't permit downloading.
Fix: Ensure SKETCHFAB_TOKEN is set in environment. Check the model's license on Sketchfab — only CC-licensed models can be downloaded via API. Try alternative sources (Poly Haven, Poly.pizza) which don't require auth for free models.
meshopt decoder error on model load
Cause: Some GLB files use meshopt compression which requires a decoder not loaded by default in Three.js.
Fix: Add the meshopt decoder before loading: import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; loader.setMeshoptDecoder(MeshoptDecoder);
Animation not playing after model loads
Cause: Animation clips not connected to the model's AnimationMixer, or clip names don't match expected values.
Fix: Create an AnimationMixer for the model, then use mixer.clipAction(clip).play(). Log gltf.animations.map(a => a.name) to see available clip names — they vary by model source. Define a clipMap per character to map generic names (idle, walk, run) to actual clip names.
Camera fights with OrbitControls (jittering)
Cause: Manual camera position updates conflict with OrbitControls trying to maintain its own camera state.
Fix: Don't set camera.position directly when using OrbitControls. Instead, update controls.target to follow the player, and let OrbitControls manage the camera position relative to the target. Call controls.update() once per frame in the animation loop.
Checklist
-
AssetLoader.jsusesSkeletonUtils.clone()for animated models -
clipMapdefined per character model (clip names vary) -
OrbitControlswith target-follow (not manual camera.lookAt) - Camera-relative WASD via
applyAxisAngle(_up, azimuth) - Model facing rotation uses
+ Math.PIoffset inatan2 -
fadeToAction()pattern withreset()beforefadeIn().play() -
mixer.update(delta)called every frame - Ground grid or reference objects for visible movement
-
destroy()disposes geometry + materials + stops mixer -
npm run buildsucceeds