scenario-meshy
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ChineseScenario Meshy 3D
Scenario Meshy 3D
Overview
概述
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).
model_runmodelsearchmodel_schema_getenablePbrConnection 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 (); unattended, proceed from tool schemas and flag the gap.
scenarioscenario-3dnpx skills add scenario-labs/skills --skill <name>Scenario上的Meshy并非单一模型,而是一套工具链:包含image-to-3D生成器(Meshy 7 Image to 3D、Meshy 7 Multi Image to 3D、Meshy T2 Smart Topology)、Meshy 6 Text-to-3D,以及GLB输入输出工具(Retexture、Remesh、UV Unwrap、Rigging、Animation)。工作以流水线形式运行:生成网格、优化网格,然后绑定或制作动画,每个阶段都有对应的,其参数接收上一阶段返回的3D资产ID。可通过查找成员,并将视为约定:不同成员的默认值存在差异,哪怕是这类基础参数(编写本文时,Image to 3D默认为true,Multi Image和Retexture默认为false)。
model_runmodelsearchmodel_schema_getenablePbr连接方式与核心循环:参见本仓库中的 skill;与模型无关的3D工作(查看器、捕获、引擎导入):参见 skill。如果你可用的skill中缺少此处提到的同类skill,请让用户安装(命令:);若处于无人值守模式,可依据工具schema继续操作并标记缺失项。
scenarioscenario-3dnpx skills add scenario-labs/skills --skill <name>Quick reference
快速参考
Members and their traps (names from the live schema, caps at authoring time):
| Member | Core input | Watch for |
|---|---|---|
| 7 Image to 3D | | |
| 7 Multi Image to 3D | | remeshes in-run; |
| T2 Smart Topology | | animation-ready topology; |
| 6 Text-to-3D | | |
| Retexture | | geometry untouched; keep inputs near 30K polys; |
| Remesh | | |
| 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.
textureImagetexturePromptshouldTexturetextStylePromptimageStylemultiviewImagetextureResolutionposeMode"a-pose""t-pose"各成员及其常见坑点(名称来自实时schema,大小写以编写本文时为准):
| 成员 | 核心输入 | 常见坑点 |
|---|---|---|
| 7 Image to 3D | | |
| 7 Multi Image to 3D | | 运行过程中会自动重网格化;开启 |
| T2 Smart Topology | | 拓扑支持直接制作动画; |
| 6 Text-to-3D | | |
| Retexture | | 不改变几何形状;输入模型面数建议接近30K;注意 |
| Remesh | | |
| UV Unwrap | | 面数超过44000的网格会被拒绝;请先使用Remesh降低面数 |
| Rigging | | 生成人形骨骼与蒙皮权重 |
| Animation | | 自动绑定后应用动画片段 |
所有纹理控制都遵循一条隐含规则:图片优先级高于文本。在生成器中,会覆盖(文本会被忽略,而非混合),且两者都需要开启(Text-to-3D没有此开关:它始终会生成纹理)。Retexture的要求更严格:必须且只能提供、、中的一种(multiviewImage为1到4个视角,第一张为正视图)。支持2k、4k或8k;选择8k时,PBR贴图会以4K分辨率返回,且不包含自发光贴图(Meshy 7从不生成自发光贴图),此外8k分辨率在重网格化时仅支持三角拓扑。接受小写的或:任何需要绑定的角色都应设置该参数。
textureImagetexturePromptshouldTexturetextStylePromptimageStylemultiviewImagetextureResolutionposeMode"a-pose""t-pose"Generate raw, refine on purpose
先生成原始网格,再有针对性地优化
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.
shouldRemeshtargetPolycountresizeHeighttargetPolycountshouldRemeshultraModedry_run在Meshy 7 Image to 3D中请保持关闭(schema也推荐如此):先生成原始网格,再通过Remesh工具控制面数——Remesh支持、拓扑类型、以米为单位的(设为0则保持原有比例)以及原点位置设置。在生成器中,当关闭时,参数不会生效。可生成更精细的几何结构,但成本更高,且仅支持单张输入图片;如果相比微观细节,你更看重模型背面的效果,建议将预算投入到最多4个视角的输入上。成本差异很大(编写本文时,单图Meshy 7的p50成本是多图版本的三倍),因此批量处理前请先使用预估。
shouldRemeshtargetPolycountresizeHeightshouldRemeshtargetPolycountultraModedry_runRig or animate, not both
绑定和动画二选一,不要同时使用
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.
actionIdpostProcessOperationchange_fpspostProcessFpsextract_armatureheightMetersRigging和Animation是替代关系,而非先后步骤。Animation会在内部自动完成绑定,然后应用由指定的动画片段——是Meshy动画库中的数字编号(ID列表可查看docs.meshy.ai/en/api/animation-library)。如果你需要绑定好的GLB来自定义动画片段,请单独运行Rigging;如果需要可动角色,可直接使用Animation,还可选择将设为(支持24、25、30或60)或。两者都会根据缩放绑定,因此请传入角色的真实身高。
actionIdactionIdpostProcessOperationchange_fpspostProcessFpsextract_armatureheightMetersWorked example: photo to animated character
实战示例:从照片生成动画角色
- with
search,target="models",query="meshy". Single-image route:public=true(a live hit at authoring time: re-discover each session).model_meshy-7-img23d - with that id, then
model_schema_getthe character photo (see theupload_assetskill).scenario - with
model_runanddry_run=truefor the estimate; then re-run withparameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true}andwait=falsewith the job id, re-called withjobs_waiton timeout, never a secondpending_job_ids.model_run - the GLB; check silhouette and texture before spending further.
asset_display - for the animation member,
search, thenmodel_schema_getwithmodel_run.parameters={"model": "<GLB asset id from step 4>", "heightMeters": 1.8, "actionId": <id from the library>} - ,
jobs_wait, thenasset_displayfor engine import.asset_download
- 使用接口,设置
search、target="models"、query="meshy"。单图路线对应的模型为public=true(编写本文时可正常访问:每次会话都需重新查找确认)。model_meshy-7-img23d - 用该ID调用,然后
model_schema_get上传角色照片(参见upload_assetskill)。scenario - 调用,设置
model_run,dry_run=true来预估成本;之后使用parameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true}重新运行,并用任务ID调用wait=false,超时则通过jobs_wait重新查询,切勿重复调用pending_job_ids。model_run - 用查看GLB;在投入更多成本前,先检查轮廓和纹理是否符合要求。
asset_display - 用查找动画成员,调用
search,然后运行model_schema_get,设置model_run。parameters={"model": "<第4步得到的GLB资产ID>", "heightMeters": 1.8, "actionId": <动画库中的ID>} - 调用等待完成,用
jobs_wait预览,最后asset_display下载资产以便导入引擎。asset_download
Common mistakes
常见错误
- next to
texturePromptexpecting a blend: the image wins, the text is ignored.textureImage - 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.
ultraMode: true - 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
targetPolycountoff: it does not apply.shouldRemesh - A bare string where the schema says array: one photo goes as .
["asset_x"]
- 同时设置和
texturePrompt并期望两者混合:图片优先级更高,文本会被忽略。textureImage - 给Retexture传入两个风格输入:它仅支持提示词、风格图片、多视角图片中的一种。
- 开启的同时传入多张图片:Ultra模式仅支持单张输入图片。
ultraMode: true - 对高面数网格直接使用UV Unwrap:面数超过44000的任务会被拒绝;请先使用Remesh降低面数。
- 在Animation之前先运行Rigging:Animation会自动完成绑定,这样的流程会浪费一次任务。
- 在关闭的情况下,给Image to 3D或Text-to-3D设置
shouldRemesh:参数不会生效。targetPolycount - schema要求数组的地方传入了裸字符串:单张照片应以的形式传入。
["asset_x"]