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Found 6 Skills
Generate 3D assets with Tencent's Hunyuan3D family — open-weight self-hosted models (Hunyuan3D-2.0/2.1 and HunyuanWorld / HY-World for scenes) and the hosted, closed API tiers (2.5, PolyGen, 3.0/3.1 via Tencent Cloud and third-party hosts). Use when a task involves image-to-3D or text-to-3D mesh generation, the shape-then-texture (DiT + Paint / PBR) workflow, choosing between self-hosting and a hosted API, checking the Community License's Territory (EU/UK/South Korea) and 1M-MAU commercial gate, sizing GPU/VRAM for local inference, ComfyUI integration, or reviewing and post-processing (retopology, UVs, decimation) the meshes these models produce. Not for image, video, or general LLM tasks.
Use when generating 3D assets with Rodin Hyper3D models on Scenario via MCP: image-to-3D from up to five multiview stills, text-to-3D from a prompt, fast prototyping versus full quality tiers, quad or triangle topology, PBR materials, HighPack 4K textures, T-pose or A-pose characters for rigging, or splitting a finished mesh into parts and retexturing it with Bang!. Keywords: Rodin Gen-2.5, Hyper3D, Deemos, image to 3D, text to 3D, part segmentation, texture delight.
Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, capturing a viewer screenshot, or downloading a model for import into Unity, Unreal, Godot, or Blender.
Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.
Use when producing 3D assets with Layer: generating a mesh from text or an image, retopologising or remeshing, retexturing an existing mesh, rigging a character, or animating a rigged mesh. Also when choosing between quad and triangle output, setting a polygon budget, or asking for PBR textures for a game engine. Keywords: 3D, mesh, model, text to 3D, image to 3D, remesh, retopology, retexture, rig, skeleton, animate, PBR, quad mesh, poly count, glTF, FBX.
Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.