threejs-3d-generator

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Three.js 3D Generator

Three.js 3D 生成器

Purpose

用途

Create production-oriented 3D assets, then prepare them for Three.js games. This is the Three.js game system's 3D-generation layer; it uses Tripo as the provider for text-to-3D, image-to-3D, texturing, rigging, retargeting, stylization, conversion, and downloadable GLB/FBX outputs.
Resolve
<this-skill-dir>
in the commands below in this order:
~/.claude/skills/threejs-3d-generator
,
~/.codex/skills/threejs-3d-generator
,
~/.agents/skills/threejs-3d-generator
, or repo
skills/threejs-3d-generator
.
创建面向生产环境的3D资产,并为Three.js游戏做好准备。这是Three.js游戏系统的3D生成层;它使用Tripo作为服务提供商,支持文本转3D、图像转3D、纹理制作、骨骼绑定、动画重定向、风格化、格式转换,以及可下载的GLB/FBX输出。
按以下顺序解析命令中的
<this-skill-dir>
~/.claude/skills/threejs-3d-generator
~/.codex/skills/threejs-3d-generator
~/.agents/skills/threejs-3d-generator
,或代码库中的
skills/threejs-3d-generator

API Key

API密钥

Never store API keys in skill files or client-side game code, and never paste a key value into a report. The script reads
--api-key
or
TRIPO_API_KEY
.
Step 0, before declaring the key unavailable: run this skill's own probe and paste its literal output into the report.
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe   # prints TRIPO_API_KEY=SET|MISSING
TRIPO_API_KEY=MISSING
is only a valid skip/blocker reason when this output is shown. Keys defined only in a shell profile can be absent from the process env; if the plain probe prints MISSING unexpectedly, wrap it:
zsh -lc 'source ~/.zprofile 2>/dev/null || true; source ~/.zshrc 2>/dev/null || true; python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe'
. When the director skill is loaded, prefer
threejs-game-director/scripts/probe_asset_credentials.sh
, which probes all three asset keys at once.
Generated model download URLs expire quickly, so download outputs immediately after successful tasks.
切勿将API密钥存储在技能文件或客户端游戏代码中,也切勿将密钥值粘贴到报告中。脚本会读取
--api-key
参数或
TRIPO_API_KEY
环境变量。
在声明密钥不可用之前,请先执行步骤0:运行本技能自带的探测脚本,并将其输出内容直接粘贴到报告中。
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe   # 输出 TRIPO_API_KEY=SET|MISSING
只有当探测脚本输出
TRIPO_API_KEY=MISSING
时,才是有效的跳过/阻塞理由。仅在shell配置文件中定义的密钥可能不会出现在进程环境中;如果探测脚本意外输出MISSING,请使用以下命令包裹执行:
zsh -lc 'source ~/.zprofile 2>/dev/null || true; source ~/.zshrc 2>/dev/null || true; python3 <this-skill-dir>/scripts/threejs_3d_asset.py probe'
。当加载了主管技能时,优先使用
threejs-game-director/scripts/probe_asset_credentials.sh
,它可以一次性探测所有三个资产密钥。
生成的模型下载URL有效期很短,请在任务成功后立即下载输出内容。

Tool Script

工具脚本

Reference gate:
  • Load
    references/api-notes.md
    before provider API work, endpoint/task decisions, model-version choices, polling, postprocess, conversion, rigging, animation, or download handling.
  • Load
    references/threejs-integration.md
    before importing Tripo outputs into a browser game or advising GLB/FBX integration.
  • Load
    references/image-generator-workflows.md
    before pairing
    threejs-image-generator
    with this skill for 2D concepts, texture references, UI art, logos, decals, or image-to-3D inputs.
Track required references in a reference ledger with yes/no, path, and failure reason. Do not mark an asset pipeline complete while a required reference is skipped.
Run from the user's current project directory:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --help
参考文档要求:
  • 在使用提供商API、决定端点/任务、选择模型版本、轮询、后处理、格式转换、骨骼绑定、动画制作或下载操作之前,请先查看
    references/api-notes.md
  • 在将Tripo输出导入浏览器游戏或提供GLB/FBX集成建议之前,请先查看
    references/threejs-integration.md
  • 在将
    threejs-image-generator
    与本技能搭配使用,制作2D概念图、纹理参考图、UI素材、标志、贴花或图像转3D输入之前,请先查看
    references/image-generator-workflows.md
在参考台账中跟踪所需的参考文档,记录是否已查看、文档路径以及失败原因。如果有必要的参考文档未查看,请勿标记资产流水线完成。
从用户当前的项目目录运行以下命令:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py --help

Common Commands

常用命令

Recommended premium game hero model:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
  --prompt "game-ready [hero asset], strong readable silhouette, layered hard-surface detail, PBR materials, clean topology for browser game, centered pivot, 3/4 view, no text" \
  --model-version v3.1-20260211 \
  --texture-quality detailed \
  --geometry-quality detailed \
  --wait --download --out-dir assets/models/hero
Text to 3D:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
  --prompt "game-ready sci-fi hover bike, sleek armored panels, readable silhouette, PBR, front facing" \
  --model-version v3.1-20260211 \
  --texture-quality detailed \
  --geometry-quality detailed \
  --wait --download --out-dir assets/models/hover-bike
Image to 3D from a local
threejs-image-generator
concept:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py image \
  --image assets/concepts/hover-bike-front.png \
  --model-version v3.1-20260211 \
  --enable-image-autofix \
  --texture-alignment original_image \
  --texture-quality detailed \
  --wait --download --out-dir assets/models/hover-bike
Status and download:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py status TASK_ID
python3 <this-skill-dir>/scripts/threejs_3d_asset.py download TASK_ID --out-dir assets/models
Texture, rig, animate, or convert:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
  --type texture_model --original-task-id TASK_ID \
  --texture-prompt "brushed gunmetal, orange hazard decals, worn edges" \
  --wait --download --out-dir assets/models/retextured

python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
  --type animate_prerigcheck --original-task-id TASK_ID --wait
推荐的 premium 游戏主角模型:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
  --prompt "game-ready [hero asset], strong readable silhouette, layered hard-surface detail, PBR materials, clean topology for browser game, centered pivot, 3/4 view, no text" \
  --model-version v3.1-20260211 \
  --texture-quality detailed \
  --geometry-quality detailed \
  --wait --download --out-dir assets/models/hero
文本转3D:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py text \
  --prompt "game-ready sci-fi hover bike, sleek armored panels, readable silhouette, PBR, front facing" \
  --model-version v3.1-20260211 \
  --texture-quality detailed \
  --geometry-quality detailed \
  --wait --download --out-dir assets/models/hover-bike
从本地
threejs-image-generator
生成的概念图转3D:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py image \
  --image assets/concepts/hover-bike-front.png \
  --model-version v3.1-20260211 \
  --enable-image-autofix \
  --texture-alignment original_image \
  --texture-quality detailed \
  --wait --download --out-dir assets/models/hover-bike
状态查询与下载:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py status TASK_ID
python3 <this-skill-dir>/scripts/threejs_3d_asset.py download TASK_ID --out-dir assets/models
纹理制作、骨骼绑定、动画制作或格式转换:
bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
  --type texture_model --original-task-id TASK_ID \
  --texture-prompt "brushed gunmetal, orange hazard decals, worn edges" \
  --wait --download --out-dir assets/models/retextured

python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess \
  --type animate_prerigcheck --original-task-id TASK_ID --wait

Rig version is routed by --rig-type: biped -> v1.0-20240301 (the v2.x rigger

骨骼绑定版本由 --rig-type 决定:biped -> v1.0-20240301(v2.x绑定器在人形模型上会失败),其他身体结构 -> v2.5-20260210。仅当需要覆盖该路由时才传入 --model-version 参数。

fails on humanoids), other body plans -> v2.5-20260210. Only pass

--model-version to override that routing.

python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type animate_rig --original-task-id TASK_ID --rig-type biped --spec tripo --wait
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type animate_rig --original-task-id TASK_ID --rig-type biped --spec tripo --wait

animate_retarget takes the RIG task ID, not the generation task ID.

animate_retarget 需要传入骨骼绑定任务的ID,而非生成任务的ID。

Pass the same --rig-type used for the rig so the version routing matches

传入与骨骼绑定时相同的 --rig-type 参数,确保版本路由匹配(双足骨骼绑定使用旧路径:输出FBX,每个任务对应一个动画)。

(biped rigs use the legacy path: FBX output, ONE animation per task).

非双足骨骼绑定可通过 --animations 参数在一个任务中批量处理最多5个预设动画。

Non-biped rigs may batch up to 5 presets per task via --animations.

切勿使用 --animate-in-place 参数:它会破坏烘焙效果(肢体镜像/蒙皮炸开)。请在引擎中移除根运动。

NEVER pass --animate-in-place: it corrupts the bake (mirrored limbs / exploded

skinning). Strip root motion in the engine instead.

python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type animate_retarget --original-task-id RIG_TASK_ID --rig-type quadruped
--animations preset:idle,preset:walk,preset:run
--wait --download --out-dir assets/models/animated
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type conversion --original-task-id TASK_ID --format GLTF
--face-limit 20000 --wait --download --out-dir assets/models/gltf
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type stylize_model --original-task-id TASK_ID --style voxel
--wait --download --out-dir assets/models/voxel

Animated character pipeline (generation -> prerigcheck -> validated rig with retries -> retargets -> downloads). The pipeline routes itself by body plan: biped characters automatically use the v1.0-20240301 anatomical rig with one FBX per animation (plain preset names are mapped onto the preset:biped:* library); creatures use the v2.5-20260210 rig with GLB clips:

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline \
  --prompt "stylized cyber runner character, T-pose, full body, game-ready outfit, readable silhouette" \
  --animations preset:idle,preset:walk,preset:run,preset:jump \
  --out-dir assets/models/cyber-runner
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type animate_retarget --original-task-id RIG_TASK_ID --rig-type quadruped
--animations preset:idle,preset:walk,preset:run
--wait --download --out-dir assets/models/animated
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type conversion --original-task-id TASK_ID --format GLTF
--face-limit 20000 --wait --download --out-dir assets/models/gltf
python3 <this-skill-dir>/scripts/threejs_3d_asset.py postprocess
--type stylize_model --original-task-id TASK_ID --style voxel
--wait --download --out-dir assets/models/voxel

动画角色流水线(生成 -> 预绑定检查 -> 带重试的验证绑定 -> 动画重定向 -> 下载)。流水线会根据身体结构自动路由:双足角色自动使用v1.0-20240301解剖学骨骼绑定,每个动画对应一个FBX(普通预设名称会映射到preset:biped:*库);生物使用v2.5-20260210骨骼绑定,输出GLB动画片段:

```bash
python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline \
  --prompt "stylized cyber runner character, T-pose, full body, game-ready outfit, readable silhouette" \
  --animations preset:idle,preset:walk,preset:run,preset:jump \
  --out-dir assets/models/cyber-runner

Creature example: stance language matters — generate in the pose the preset expects.

生物示例:姿态很重要——按预设期望的姿态生成模型。

python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline
--prompt "stylized wolf, quadrupedal stance, all four legs planted and separated, full body"
--rig-type quadruped --animations preset:quadruped:walk
--out-dir assets/models/wolf
undefined
python3 <this-skill-dir>/scripts/threejs_3d_asset.py character-pipeline
--prompt "stylized wolf, quadrupedal stance, all four legs planted and separated, full body"
--rig-type quadruped --animations preset:quadruped:walk
--out-dir assets/models/wolf
undefined

Three.js Image Generator Pairing

Three.js Image Generator 搭配使用

Use
threejs-image-generator
before 3D generation when the asset benefits from a strong 2D reference:
  • Character concept, full-body T-pose/A-pose, front/side/back variants.
  • Building, prop, vehicle, weapon, pickup, enemy, obstacle, or terrain tile reference.
  • Style sheet for a whole asset family.
  • Texture references: terrain, rock, metal, fabric, decals, skyboxes, backgrounds, UI materials.
  • Logos, faction marks, pickup icons, hazard signs, cockpit decals, HUD symbols, and GUI panels.
Load
references/image-generator-workflows.md
for prompt patterns before generating or editing 2D inputs.
当资产需要高质量2D参考时,在3D生成前使用
threejs-image-generator
  • 角色概念图、全身T字/A字姿态、正面/侧面/背面变体。
  • 建筑、道具、载具、武器、拾取物、敌人、障碍物或地形块参考图。
  • 整个资产系列的风格指南。
  • 纹理参考图:地形、岩石、金属、织物、贴花、天空盒、背景、UI材质。
  • 标志、派系标识、拾取物图标、危险标识、驾驶舱贴花、HUD符号和GUI面板。
在生成或编辑2D输入之前,请查看
references/image-generator-workflows.md
获取提示模板。

Three.js Integration

Three.js 集成

Load
references/threejs-integration.md
before importing Tripo outputs into a browser game. In short:
  • Prefer GLB/PBR outputs for Three.js.
  • Use
    GLTFLoader
    for loading.
  • Use
    AnimationMixer
    for rigged/animated GLBs.
  • Keep generated model files out of client-side API flows; generation is a tooling step.
  • Inspect triangle count, texture count, material count, file size, scale, pivot, bounds, and animation clips.
  • Use generated 3D assets as hero/high-fidelity content, then build surrounding prop kits procedurally or with additional
    threejs-3d-generator
    /
    threejs-image-generator
    passes.
在将Tripo输出导入浏览器游戏之前,请查看
references/threejs-integration.md
。简要说明:
  • 优先选择GLB/PBR输出用于Three.js。
  • 使用
    GLTFLoader
    加载模型。
  • 使用
    AnimationMixer
    处理带骨骼绑定/动画的GLB文件。
  • 不要将生成的模型文件放入客户端API流程中;生成是工具链步骤。
  • 检查三角形数量、纹理数量、材质数量、文件大小、缩放比例、轴心点、边界和动画片段。
  • 将生成的3D资产作为主角/高保真内容使用,然后通过程序化生成或额外的
    threejs-3d-generator
    /
    threejs-image-generator
    处理来构建周边道具库。

Rigging and Animation Reliability

骨骼绑定与动画可靠性

Load
references/api-notes.md
for the full parameter tables, retarget mechanics, and the animation prohibitions (the canonical source for all three). The rules that prevent most failures:
  • Generate characters as one fused mesh: keep
    --quad
    and
    --generate-parts
    off (
    generate_parts
    disables texturing;
    quad
    forces FBX output).
  • Require full-body T-pose or A-pose, arms away from body, symmetric, no props fused to the silhouette. Verify the rendered preview is actually in T/A-pose before rigging; regenerate if not.
  • Run
    animate_prerigcheck
    first (it takes no model version) and use the detected
    rig_type
    for
    animate_rig
    and preset selection.
    riggable=false
    means regenerate with a clearer pose, not force-rig.
  • riggable=true
    does not guarantee a usable rig. After rigging, validate the skeleton before retargeting:
    threejs_3d_asset.py validate-rig rig-model.glb --rig-type biped
    (the
    character-pipeline
    does this automatically). Check both presence AND chain depth: a rig with a 1-bone leg or 2-bone arm warps every clip.
  • Auto-rigging is nondeterministic. On validation failure, retry the rig task (~25 credits) before regenerating the model —
    character-pipeline --rig-retries N
    (default 2) automates this, and
    --model-task-id TASK_ID
    resumes from an existing generation. Armored/hard-surface characters need the most retries; organic meshes usually rig first try.
  • Creatures get exactly one preset (walk/march). For multi-mode creatures (crawl + fly dragons), rig the same model twice — ground rig type for the locomotion preset,
    avian
    for wing chains — and drive wings procedurally in Three.js or via external clips on a
    mixamo
    -spec rig.
  • Rig version is the main quality lever, and it differs by body plan (measured June 2026). The
    character-pipeline
    routes this automatically; only override
    --rig-model-version
    deliberately:
    • HUMANOIDS:
      v1.0-20240301
      (anatomical Mixamo-like skeleton with twist bones + the large
      preset:biped:*
      clip library: idle, walk, run, slash, jump, dances, ...). The v2.x limb-chain rigger went 0/16 on humanoid meshes — armored or not, T-pose or A-pose — always producing asymmetric chains.
    • CREATURES:
      v2.5-20260210
      (v2.x handles quadruped/avian well: symmetric 5-6 bone chains).
  • For v1.0 rigs, retarget with
    --model-version default
    (omit the version): the retarget enum rejects explicit
    v1.0-20240301
    (HTTP 400 code 2017) but the server default handles v1.0 rigs.
  • v1.0 retargets must use
    --out-format fbx
    (the script enforces this): Tripo's GLB bake on this path exports twist-bone transforms in the wrong space and limbs collapse into the torso — the FBX of the same task is correct. Load with three.js
    FBXLoader
    or convert offline. v2.5 creature retargets are fine as GLB.
  • Use
    --spec tripo
    (default) when Tripo presets will be retargeted;
    --spec mixamo
    rigs cannot be used with Tripo retarget and are only for external animation pipelines.
  • animate_retarget
    takes the RIG task ID (not the generation task ID). Batch up to 5 presets per task with
    --animations
    ; batched clips return named
    NlaTrack
    ,
    NlaTrack.001
    , … in request order — map by index and rename after import. See
    references/api-notes.md
    for the v1.0-vs-v2.5 batching and out-format rules.
  • Only 16 presets exist for v2.5 rigs (no
    preset:attack
    ; use
    preset:slash
    /
    preset:shoot
    ). Non-biped rig types have a single locomotion preset each; plan extra creature motion procedurally or via external retargeting.
  • A creature's MESH STANCE drives how presets read: a quadruped walk on an upright-standing dragon looks like a human walking. Generate creatures in the stance the animation expects (horizontal body, all fours planted) — the pipeline only auto-appends T-pose language for biped rigs.
  • After download, run
    threejs_3d_asset.py validate-animation clip.glb
    (keyframe QA: flags scale tracks, limb-stretching translation tracks, extreme rotations, and reports per-clip duration/channel coverage), then verify motion visually in the engine.
  • Never use
    --animate-in-place
    (verified to corrupt clips: mirrored/crossed limbs on v1.0 rigs, exploded skinning on v2.5 — full detail in
    references/api-notes.md
    ). Keep root motion baked and convert to in-place at import instead; exact engine snippet in
    references/threejs-integration.md
    .
  • After download, inspect
    gltf.animations
    clip names and counts before wiring the
    AnimationMixer
    .
查看
references/api-notes.md
获取完整参数表、重定向机制和动画禁用规则(这是所有相关内容的权威来源)。以下是避免大多数失败的规则:
  • 将生成为单个融合网格的角色:关闭
    --quad
    --generate-parts
    参数(
    generate_parts
    会禁用纹理制作;
    quad
    会强制输出FBX)。
  • 要求角色为全身T字或A字姿态,手臂远离身体,对称,没有与轮廓融合的道具。在绑定骨骼之前,验证渲染预览确实是T字/A字姿态;如果不是,请重新生成。
  • 先运行
    animate_prerigcheck
    (不需要指定模型版本),并将检测到的
    rig_type
    用于
    animate_rig
    和预设选择。
    riggable=false
    意味着需要重新生成姿态更清晰的模型,而非强制绑定。
  • riggable=true
    并不保证绑定可用。绑定后,在重定向动画之前验证骨骼:
    threejs_3d_asset.py validate-rig rig-model.glb --rig-type biped
    character-pipeline
    会自动执行此操作)。检查骨骼是否存在以及链深度:只有1根骨骼的腿或2根骨骼的手臂会导致所有动画片段变形。
  • 自动骨骼绑定是非确定性的。如果验证失败,请在重新生成模型之前重试绑定任务(约25个积分)——
    character-pipeline --rig-retries N
    (默认值为2)会自动执行此操作,
    --model-task-id TASK_ID
    可从现有生成任务恢复。带装甲/硬表面的角色需要最多的重试次数;有机网格通常第一次就能绑定成功。
  • 生物只能使用一个预设动画(行走/行进)。对于多模式生物(如爬行+飞行的龙),请为同一个模型绑定两次骨骼——使用地面骨骼类型处理移动预设,使用
    avian
    骨骼类型处理翅膀链——然后在Three.js中程序化驱动翅膀,或通过外部动画片段驱动
    mixamo
    规格的骨骼绑定。
  • 骨骼绑定版本是主要的质量控制因素,且因身体结构而异(统计于2026年6月)。
    character-pipeline
    会自动路由版本;仅在有意调整时才覆盖
    --rig-model-version
    参数:
    • 人形:
      v1.0-20240301
      (类似Mixamo的解剖学骨骼,带扭转骨骼+庞大的
      preset:biped:*
      动画库: idle、walk、run、slash、jump、舞蹈等)。v2.x肢体链绑定器在16次人形网格测试中全部失败——无论是否带装甲、是T字还是A字姿态,都会生成不对称的链。
    • 生物:
      v2.5-20260210
      (v2.x能很好地处理四足/飞行动物:对称的5-6骨骼链)。
  • 对于v1.0骨骼绑定,重定向时使用
    --model-version default
    (省略版本号):重定向枚举会拒绝显式的
    v1.0-20240301
    (HTTP 400错误码2017),但服务器默认值可以处理v1.0骨骼绑定。
  • v1.0重定向必须使用
    --out-format fbx
    (脚本会强制执行此要求):Tripo在此路径上的GLB烘焙会以错误空间输出扭转骨骼变换,导致肢体缩进躯干——同一任务的FBX输出是正确的。使用three.js的
    FBXLoader
    加载,或离线转换格式。v2.5生物重定向的GLB输出是正常的。
  • 当要重定向Tripo预设动画时,使用
    --spec tripo
    (默认值);
    --spec mixamo
    骨骼绑定无法用于Tripo动画重定向,仅适用于外部动画流水线。
  • animate_retarget
    需要传入骨骼绑定任务的ID(而非生成任务的ID)。通过
    --animations
    参数可在一个任务中批量处理最多5个预设动画;批量处理的动画片段会以
    NlaTrack
    NlaTrack.001
    ……的名称按请求顺序返回——请按索引映射并在导入后重命名。查看
    references/api-notes.md
    获取v1.0与v2.5的批量处理和输出格式规则。
  • v2.5骨骼绑定仅支持16个预设动画(没有
    preset:attack
    ;请使用
    preset:slash
    /
    preset:shoot
    )。非双足骨骼类型各有一个移动预设;请通过程序化生成或外部重定向来规划额外的生物动作。
  • 生物的网格姿态会影响预设动画的效果:直立姿态的龙使用四足行走预设会看起来像人类行走。请按动画期望的姿态生成生物(身体水平,四肢着地)——流水线仅会为双足骨骼绑定自动添加T字姿态描述。
  • 下载后,运行
    threejs_3d_asset.py validate-animation clip.glb
    (关键帧质量检查:标记缩放轨道、肢体拉伸平移轨道、极端旋转,并报告每个动画片段的时长/通道覆盖情况),然后在引擎中直观验证动作。
  • 切勿使用
    --animate-in-place
    参数(已证实会破坏动画片段:v1.0骨骼绑定会出现肢体镜像/交叉,v2.5会出现蒙皮炸开——详细信息见
    references/api-notes.md
    )。保留烘焙的根运动,在导入时转换为原地运动;
    references/threejs-integration.md
    中有具体的引擎代码片段。
  • 下载后,在连接
    AnimationMixer
    之前,检查
    gltf.animations
    中的动画片段名称和数量。

Quality Rules

质量规则

  • Improve the user's prompt with material, silhouette, camera/readability, scale, and game-use constraints.
  • For riggable characters, include full-body T-pose or A-pose in the prompt or create a T-pose reference image first.
  • For Three.js games, request GLB/PBR, reasonable face limits, and texture quality matched to the performance budget.
  • For mobile/browser games, favor
    smart_low_poly
    ,
    face_limit
    , later conversion, or low-poly postprocess when the asset is too expensive.
  • Always download output URLs immediately after success.
  • Report the credential probe output, reference ledger, task IDs, output paths, model version, texture/geometry settings, animations, conversion settings, Three.js import notes, and any missing/failed steps.
  • 为用户的提示添加材质、轮廓、相机/可读性、缩放比例和游戏使用约束,以优化效果。
  • 对于可绑定骨骼的角色,在提示中包含全身T字或A字姿态,或先创建T字姿态参考图。
  • 对于Three.js游戏,请求GLB/PBR格式、合理的面数限制,以及与性能预算匹配的纹理质量。
  • 对于移动端/浏览器游戏,当资产性能开销过大时,优先选择
    smart_low_poly
    face_limit
    、后期格式转换或低多边形后处理。
  • 任务成功后立即下载输出URL。
  • 报告凭证探测输出、参考台账、任务ID、输出路径、模型版本、纹理/几何设置、动画、转换设置、Three.js导入注意事项,以及任何缺失/失败的步骤。