Scenario Meshy 3D
Overview
Meshy on Scenario is a toolchain rather than one model: image-to-3D generators (Meshy 7 Image to 3D, Meshy 7 Multi Image to 3D, Meshy T2 Smart Topology), Meshy 6 Text-to-3D, and GLB-in, GLB-out utilities (Retexture, Remesh, UV Unwrap, Rigging, Animation). Work runs as a pipeline: generate a mesh, refine it, then rig or animate, each stage its own
whose
parameter takes the 3D asset id the previous stage returned. Discover members with
and treat
as the contract: members disagree on defaults as basic as
(true on Image to 3D, false on Multi Image and Retexture at authoring time).
Connection and the core loop: see the
skill in this repo; model-agnostic 3D work (viewer, capture, engine import): the
skill. If a sibling skill named here is missing from your available skills, ask the user to install it (
npx skills add scenario-labs/skills --skill <name>
); unattended, proceed from tool schemas and flag the gap.
Quick reference
Members and their traps (names from the live schema, caps at authoring time):
| Member | Core input | Watch for |
|---|
| 7 Image to 3D | (1-4) | takes a single image only; raw mesh by default |
| 7 Multi Image to 3D | (1-4, first = front view) | remeshes in-run; keeps the raw GLB |
| T2 Smart Topology | (1-4) | animation-ready topology; caps at 15,000 |
| 6 Text-to-3D | (600 chars) | off by default |
| Retexture | + one style input | geometry untouched; keep inputs near 30K polys; |
| Remesh | | 100 to 300,000, , |
| UV Unwrap | | rejects meshes above 44,000 faces; Remesh down first |
| Rigging | , | humanoid skeleton and skin weights |
| Animation | , | auto-rigs, then applies the clip |
One silent rule runs through every texture control: an image beats text. On the generators
overrides
(the text is ignored, not blended), and both need
on (Text-to-3D has no such toggle: it always textures). Retexture is stricter: exactly one of
,
, or
(1 to 4 views, first is the front).
runs 2k, 4k, or 8k; at 8k the PBR maps come back at 4K with no emission map (Meshy 7 never produces one), and 8k pairs only with triangle topology when remeshing.
takes lowercase
or
: set one on any character headed for rigging.
Generate raw, refine on purpose
Keep
off on Meshy 7 Image to 3D (the schema recommends it): take the raw mesh at generation, then control polycount with Remesh, which owns
, topology,
in meters (0 keeps scale), and origin placement. On the generator,
does nothing while
is off.
buys finer geometry for extra cost but accepts one input image; when hidden sides matter more than micro detail, spend the budget on up to four views instead. Costs spread widely (at authoring time the single-image Meshy 7 p50 ran three times the multi-image one), so
before batches.
Rig or animate, not both
Rigging and Animation are alternatives, not stages. Animation auto-rigs internally, then applies the clip named by
, a number from Meshy's animation library (ids listed at docs.meshy.ai/en/api/animation-library). Run Rigging alone when you want a rigged GLB for your own clips; go straight to Animation for a moving character, optionally setting
to
(
24, 25, 30, or 60) or
. Both scale the rig from
, so pass the character's real height.
Worked example: photo to animated character
- with , , . Single-image route: (a live hit at authoring time: re-discover each session).
- with that id, then the character photo (see the skill).
- with and
parameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true}
for the estimate; then re-run with and with the job id, re-called with on timeout, never a second .
- the GLB; check silhouette and texture before spending further.
- for the animation member, , then with
parameters={"model": "<GLB asset id from step 4>", "heightMeters": 1.8, "actionId": <id from the library>}
.
- , , then for engine import.
Common mistakes
- next to expecting a blend: the image wins, the text is ignored.
- Two style inputs on Retexture: it takes exactly one of prompt, style image, or multi-view images.
- with several images: Ultra requires a single input image.
- UV Unwrap on a dense mesh: above 44,000 faces the job is rejected; Remesh down first.
- Rigging before Animation: Animation rigs by itself, so the chain wastes a job.
- on Image to 3D or Text-to-3D with off: it does not apply.
- A bare string where the schema says array: one photo goes as .