scenario-meshy
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 an
Install
npx skills add https://github.com/scenario-labs/skills/tree/main/skills/scenario-meshy
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install scenario-labs-skills@llmmart
git clone https://github.com/scenario-labs/skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole scenario-labs/skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
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 model_run whose model parameter takes the 3D asset id the previous stage returned. Discover members with search and treat model_schema_get as the contract: members disagree on defaults as basic as enablePbr (true on Image to 3D, false on Multi Image and Retexture at authoring time).
Connection and the core loop: see the scenario skill in this repo; model-agnostic 3D work (viewer, capture, engine import): the scenario-3d 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 | image (1-4) |
ultraMode takes a single image only; raw mesh by default |
| 7 Multi Image to 3D | image (1-4, first = front view) |
remeshes in-run; savePreRemeshedModel keeps the raw GLB |
| T2 Smart Topology | image (1-4) |
animation-ready topology; targetPolycount caps at 15,000 |
| 6 Text-to-3D | prompt (600 chars) |
shouldRemesh off by default |
| Retexture | model + one style input |
geometry untouched; keep inputs near 30K polys; enableOriginalUv |
| Remesh | model |
targetPolycount 100 to 300,000, resizeHeight, originAt |
| UV Unwrap | model |
rejects meshes above 44,000 faces; Remesh down first |
| Rigging | model, heightMeters |
humanoid skeleton and skin weights |
| Animation | model, actionId |
auto-rigs, then applies the clip |
One silent rule runs through every texture control: an image beats text. On the generators textureImage overrides texturePrompt (the text is ignored, not blended), and both need shouldTexture on (Text-to-3D has no such toggle: it always textures). Retexture is stricter: exactly one of textStylePrompt, imageStyle, or multiviewImage (1 to 4 views, first is the front). textureResolution 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. poseMode takes lowercase "a-pose" or "t-pose": set one on any character headed for rigging.
Generate raw, refine on purpose
Keep shouldRemesh off on Meshy 7 Image to 3D (the schema recommends it): take the raw mesh at generation, then control polycount with Remesh, which owns targetPolycount, topology, resizeHeight in meters (0 keeps scale), and origin placement. On the generator, targetPolycount does nothing while shouldRemesh is off. ultraMode 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 dry_run before batches.
Rig or animate, not both
Rigging and Animation are alternatives, not stages. Animation auto-rigs internally, then applies the clip named by actionId, 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 postProcessOperation to change_fps (postProcessFps 24, 25, 30, or 60) or extract_armature. Both scale the rig from heightMeters, so pass the character's real height.
Worked example: photo to animated character
searchwithtarget="models",query="meshy",public=true. Single-image route:model_meshy-7-img23d(a live hit at authoring time: re-discover each session).searchdoes not flag plan access, and several Meshy members, Animation and Rigging among them, sat above the entry plans at authoring time: before paying step 3,recommendwithcapability="3d23d"and the animation need, and if the Animation entry carriesrequires_plan_upgrade, surface the upgrade or stop at the static mesh, since step 5 would otherwise fail with a 403 naming the plan (ModelAccessRestrictedError) after step 3 was billed.model_schema_getwith that id, thenupload_assetthe character photo (see thescenarioskill).model_runwithdry_run=trueandparameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true}for the estimate; then re-run withwait=falseandjobs_waitwith the job id, re-called withpending_job_idson timeout, never a secondmodel_run.asset_displaythe GLB; check silhouette and texture before spending further.searchfor the animation member,model_schema_get, thenmodel_runwithparameters={"model": "<GLB asset id from step 4>", "heightMeters": 1.8, "actionId": <id from the library>}.jobs_wait,asset_display, thenasset_downloadfor engine import.
Common mistakes
texturePromptnext totextureImageexpecting 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.
ultraMode: truewith 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.
targetPolycounton Image to 3D or Text-to-3D withshouldRemeshoff: it does not apply.- A bare string where the schema says array: one photo goes as
["asset_x"]. - Pricing step 5 with a placeholder asset id: file ids resolve before plan access is checked, so the dry run returns 404 and proves neither price nor access.
Files (skills)
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SKILL.md 7 KB
--- name: scenario-meshy description: "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." license: MIT --- # 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 `model_run` whose `model` parameter takes the 3D asset id the previous stage returned. Discover members with `search` and treat `model_schema_get` as the contract: members disagree on defaults as basic as `enablePbr` (true on Image to 3D, false on Multi Image and Retexture at authoring time). Connection and the core loop: see the `scenario` skill in this repo; model-agnostic 3D work (viewer, capture, engine import): the `scenario-3d` 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 | `image` (1-4) | `ultraMode` takes a single image only; raw mesh by default | | 7 Multi Image to 3D | `image` (1-4, first = front view) | remeshes in-run; `savePreRemeshedModel` keeps the raw GLB | | T2 Smart Topology | `image` (1-4) | animation-ready topology; `targetPolycount` caps at 15,000 | | 6 Text-to-3D | `prompt` (600 chars) | `shouldRemesh` off by default | | Retexture | `model` + one style input | geometry untouched; keep inputs near 30K polys; `enableOriginalUv` | | Remesh | `model` | `targetPolycount` 100 to 300,000, `resizeHeight`, `originAt` | | UV Unwrap | `model` | rejects meshes above 44,000 faces; Remesh down first | | Rigging | `model`, `heightMeters` | humanoid skeleton and skin weights | | Animation | `model`, `actionId` | auto-rigs, then applies the clip | One silent rule runs through every texture control: an image beats text. On the generators `textureImage` overrides `texturePrompt` (the text is ignored, not blended), and both need `shouldTexture` on (Text-to-3D has no such toggle: it always textures). Retexture is stricter: exactly one of `textStylePrompt`, `imageStyle`, or `multiviewImage` (1 to 4 views, first is the front). `textureResolution` 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. `poseMode` takes lowercase `"a-pose"` or `"t-pose"`: set one on any character headed for rigging. ## Generate raw, refine on purpose Keep `shouldRemesh` off on Meshy 7 Image to 3D (the schema recommends it): take the raw mesh at generation, then control polycount with Remesh, which owns `targetPolycount`, topology, `resizeHeight` in meters (0 keeps scale), and origin placement. On the generator, `targetPolycount` does nothing while `shouldRemesh` is off. `ultraMode` 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 `dry_run` before batches. ## Rig or animate, not both Rigging and Animation are alternatives, not stages. Animation auto-rigs internally, then applies the clip named by `actionId`, 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 `postProcessOperation` to `change_fps` (`postProcessFps` 24, 25, 30, or 60) or `extract_armature`. Both scale the rig from `heightMeters`, so pass the character's real height. ## Worked example: photo to animated character 1. `search` with `target="models"`, `query="meshy"`, `public=true`. Single-image route: `model_meshy-7-img23d` (a live hit at authoring time: re-discover each session). `search` does not flag plan access, and several Meshy members, Animation and Rigging among them, sat above the entry plans at authoring time: before paying step 3, `recommend` with `capability="3d23d"` and the animation need, and if the Animation entry carries `requires_plan_upgrade`, surface the upgrade or stop at the static mesh, since step 5 would otherwise fail with a 403 naming the plan (`ModelAccessRestrictedError`) after step 3 was billed. 2. `model_schema_get` with that id, then `upload_asset` the character photo (see the `scenario` skill). 3. `model_run` with `dry_run=true` and `parameters={"image": ["asset_photo"], "poseMode": "t-pose", "texturePrompt": "worn leather armor, muted palette", "enablePbr": true}` for the estimate; then re-run with `wait=false` and `jobs_wait` with the job id, re-called with `pending_job_ids` on timeout, never a second `model_run`. 4. `asset_display` the GLB; check silhouette and texture before spending further. 5. `search` for the animation member, `model_schema_get`, then `model_run` with `parameters={"model": "<GLB asset id from step 4>", "heightMeters": 1.8, "actionId": <id from the library>}`. 6. `jobs_wait`, `asset_display`, then `asset_download` for engine import. ## Common mistakes - `texturePrompt` next to `textureImage` 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. - `ultraMode: true` 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. - `targetPolycount` on Image to 3D or Text-to-3D with `shouldRemesh` off: it does not apply. - A bare string where the schema says array: one photo goes as `["asset_x"]`. - Pricing step 5 with a placeholder asset id: file ids resolve before plan access is checked, so the dry run returns 404 and proves neither price nor access.
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