
Add 3d Assets
- 496 installs
- 305 repo stars
- Updated May 25, 2026
- opusgamelabs/game-creator
add-3d-assets is a game development skill at version 1.3.0 that sources, imports, optimizes, and integrates GLB 3D models into Three.js games, replacing primitive boxes with characters, props, and scenery.
About
add-3d-assets is an OpusGameLabs game-creator skill at version 1.3.0 that replaces primitive 3D shapes with real GLB models for Three.js browser games. The skill handles animated characters, world props, buildings, and scenery when users ask to add 3D models, replace boxes with assets, or make a 3D game look real. It explicitly directs agents away from 2D pixel art tasks covered by add-assets and away from gameplay logic covered by add-feature. Performance notes stress thorough validation over speed, with mandatory quality checks before finishing. Developers reach for add-3d-assets during visual polish passes on Three.js game projects that still use placeholder geometry.
- Automatically finds and downloads royalty-free 3D models matching your game description
- Handles import, scaling, materials, and prefab setup for Unity and Godot
- Optimizes assets for performance including LODs and texture compression
- Maintains consistent naming and organization conventions across your project
- Works with both low-poly and high-fidelity asset styles
Add 3d Assets by the numbers
- 496 all-time installs (skills.sh)
- +16 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #48 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 4, 2026 (Skillselion catalog sync)
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| Installs | 496 |
|---|---|
| repo stars | ★ 305 |
| Last updated | May 25, 2026 |
| Repository | opusgamelabs/game-creator ↗ |
How do you add GLB models to Three.js games?
Let their game-creating agent automatically source, import, optimize, and integrate 3D models and assets into a Unity or Godot project.
Who is it for?
Developers building Three.js 3D browser games who need GLB characters, props, and scenery instead of primitive placeholder geometry.
Skip if: 2D pixel-art games requiring add-assets, gameplay feature changes requiring add-feature, or Unity or Godot projects outside the Three.js workflow.
When should I use this skill?
The user says add 3D models, replace boxes with real models, add GLB assets, or make the Three.js 3D game look real.
What you get
Integrated GLB character, prop, and scenery assets loaded and validated inside a Three.js game project.
- integrated GLB models
- validated 3D scene assets
By the numbers
- Skill version 1.3.0 with metadata tags: game, 3d, assets, glb, models, threejs
- Covers animated characters, world props, buildings, and scenery GLB assets
Files
Performance Notes
- Take your time to do this thoroughly
- Quality is more important than speed
- Do not skip validation steps
Add 3D Assets
Replace basic geometric shapes (BoxGeometry, SphereGeometry) with real 3D models. Characters get custom Meshy AI-generated models with rigging and animation. World objects get generated or sourced from free libraries.
Instructions
Analyze the game at $ARGUMENTS (or the current directory if no path given).
First, load the game-3d-assets skill and the meshyai skill for the full model pipeline, AssetLoader pattern, Meshy generation, and integration patterns.
Step 1: Get Meshy API Key
Check if MESHY_API_KEY is set. First check .env: 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 not set, ask the user:
I'll generate custom 3D models with Meshy AI for the best results. You can get a free API key in 30 seconds:
1. Sign up at https://app.meshy.ai
2. Go to Settings → API Keys
3. 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.
Step 2: Audit
- Read
package.jsonto confirm this is a Three.js game (not Phaser — use/add-assetsfor 2D games) - Read
src/core/Constants.jsfor entity types, sizes, colors - Read entity files (
src/gameplay/*.js,src/entities/*.js) — findBoxGeometry,SphereGeometry, etc. - Read
src/level/LevelBuilder.jsfor environment primitives - List every entity using geometric shapes
- Identify which entity is the player character (needs animated model)
Step 3: Plan
Split entities into two categories:
Animated characters (player, enemies with AI) — generate with Meshy AI:
| Entity | Meshy Prompt | Notes |
|---|---|---|
| Player | "a heroic knight, low poly game character, full body, t-pose" | Generate → rig → animate |
| Enemy | "a goblin warrior with a club, low poly game character" | Generate → rig → animate |
If Meshy unavailable, fall back to assets/3d-characters/:
- Soldier — realistic military (Idle, Walk, Run) — best default
- Xbot — stylized mannequin (idle, walk, run + additive poses)
- RobotExpressive — cartoon robot (Idle, Walking, Running, Dance, Jump + 8 more)
- Fox — low-poly animal (Survey, Walk, Run) — scale 0.02
World objects (buildings, props, scenery, collectibles) — generate with Meshy or search free libraries:
| Entity | Meshy Prompt | Fallback Source |
|---|---|---|
| Tree | "a low poly stylized tree, game asset" | Poly Haven |
| House | "a medieval house, low poly game asset" | Poly Haven |
| Barrel | "a wooden barrel, low poly game asset" | Poly Haven |
| Coin | "a gold coin, game collectible item" | Sketchfab |
Step 4: Generate / Download
With Meshy (preferred):
# Generate characters
MESHY_API_KEY=<key> node <plugin-root>/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 characters for animation
MESHY_API_KEY=<key> node <plugin-root>/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 <plugin-root>/scripts/meshy-generate.mjs \
--mode text-to-3d \
--prompt "a wooden barrel, low poly game asset" \
--polycount 5000 \
--output public/assets/models/ --slug barrelWithout Meshy (fallback):
# Characters — copy from library
cp <plugin-root>/assets/3d-characters/models/Soldier.glb public/assets/models/
# World objects — search and download
node <plugin-root>/scripts/find-3d-asset.mjs --query "barrel" --source polyhaven \
--output public/assets/models/ --slug barrelStep 5: Integrate
1. Create src/level/AssetLoader.js — use `SkeletonUtils.clone()` for animated models (import from three/addons/utils/SkeletonUtils.js). Regular .clone() breaks skeleton → T-pose. 2. Add CHARACTER to Constants.js with path, scale, facingOffset, clipMap 3. Add ASSET_PATHS and MODEL_CONFIG for static models 4. Update Player.js:
THREE.Groupas position anchorloadAnimatedModel()+AnimationMixerfadeToAction()for idle/walk/run crossfade- Camera-relative WASD via
applyAxisAngle(_up, cameraAzimuth) - Model facing:
atan2(v.x, v.z) + CHARACTER.facingOffset model.quaternion.rotateTowards(targetQuat, turnSpeed * delta)
5. Update Game.js:
- Add
OrbitControls— third-person camera orbiting player - Camera follows: move
orbitControls.target+camera.positionby player delta - Pass
orbitControls.getAzimuthalAngle()to Player for camera-relative movement
6. Replace environment primitives with loadModel() calls + .catch() fallback 7. Add THREE.GridHelper for visible movement reference 8. Preload all models on startup with preloadAll() for instant loading
Step 6: Tune & Verify
- Run
npm run dev— walk around with WASD, orbit camera with mouse - Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
- Adjust
MODEL_CONFIGvalues (scale, rotationY, offsetY) per model - Run
npm run buildto confirm no errors - Generate
ATTRIBUTION.mdfrom.meta.jsonfiles
Example Usage
With Meshy AI
/add-3d-assets examples/space-explorerResult: Generates custom knight model via Meshy → rigs and animates (Idle/Walk/Run) → replaces BoxGeometry player with animated GLB → adds OrbitControls camera → world props from free libraries.
Without Meshy (fallback)
/add-3d-assets examples/3d-platformerResult: Copies Soldier.glb from character library → configures SkeletonUtils.clone() → fadeToAction animation crossfade → replaces all primitives with library/downloaded models.
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.
Meshy AI generation fails or returns low quality
Cause: Vague prompts or wrong generation mode selected. Fix: Use specific, descriptive prompts (e.g., "low-poly medieval wooden treasure chest, game asset" not "chest"). For characters, use image-to-3D mode with a reference image. Set art style to "game-asset" or "low-poly" for better game integration.
Rigging fails on generated model
Cause: The model geometry is not suitable for auto-rigging (too complex, non-manifold, or not humanoid). Fix: Simplify the prompt to produce cleaner geometry. Ensure the model is a single connected mesh in a humanoid pose. Non-humanoid models (props, vehicles) should not be rigged — use them as static assets instead.
meshopt decoder error on load
Cause: Some GLB files use meshopt compression which requires a decoder not loaded by default. Fix: Add the meshopt decoder before loading: import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; loader.setMeshoptDecoder(MeshoptDecoder);
Model facing wrong direction
Cause: Different model sources use different forward directions. Mixamo models face -Z, some others face +Z. Fix: Store a facingOffset per character model. Apply it as model.rotation.y = facingOffset + movementAngle. Common values: Soldier/Xbot need +Math.PI, Robot/Fox need +0.
Next Step
Tell the user:
Your 3D game now has custom models! Characters were generated with Meshy AI (or sourced from the model library), rigged, and animated. World objects are loaded from GLB files.
>
Files created:
- src/level/AssetLoader.js — model loader with SkeletonUtils- public/assets/models/ — generated and downloaded GLB models- OrbitControls third-person camera
>
Controls: WASD to move, Shift to run, mouse drag to orbit camera, scroll to zoom.
Run the game to see everything in action. Adjust MODEL_CONFIG in Constants.js to fine-tune scale and orientation.Related skills
How it compares
Use add-3d-assets for Three.js GLB integration; use add-assets for 2D pixel art in the same game-creator suite.
FAQ
What file format does add-3d-assets use?
add-3d-assets integrates GLB 3D models including animated characters, props, buildings, and scenery into Three.js games. The skill replaces primitive box geometry with imported GLB assets.
When should you use add-assets instead?
add-3d-assets is for Three.js GLB 3D models only. Use add-assets for 2D pixel art and add-feature for gameplay changes rather than visual model integration.