Claude Skill

scenario-sparc3d

Use when turning images or photos into 3D meshes with Sparc3D models on Scenario via MCP: single-image or multi-view image-to-3D, watertight meshes for game assets, AR/VR, or 3D printing, mesh-only versus PBR-textured output, face count targets, resolution tiers, or reconstructin

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Download scenario-labs-skills-skills_scenario-sparc3d-dc592af.zip · 2 KB
Part of scenario-labs/skills — 97 skills

Install

skills CLI npx skills add https://github.com/scenario-labs/skills/tree/main/skills/scenario-sparc3d
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install scenario-labs-skills@llmmart
Git 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 Sparc3D Image-to-3D

Overview

Sparc3D, Hitem3D's image-to-3D family on Scenario, turns one to four photos into a watertight mesh with no text prompt: the source images are the entire art direction. A base line handles props and objects, a Portrait line human heads and busts, each in 2.1 and 2.0 generations. Discover them with search and treat model_schema_get as the contract: members disagree on which knobs exist and how values are spelled.

Connection and the core loop: the scenario skill in this repo; model-agnostic 3D work: 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

Names from the live schema; differences as of authoring time:

Parameter Role Differences across members
images 1 to 4 views: front, then back, left, right same
requestType numeric: mesh only or mesh plus texture same
resolution detail and topology tier 1536fast/1536pro on 2.1, 1536profast/1536pro on 2.1 Portrait, 1536/1536pro on 2.0; absent on 2.0 Portrait
face target face count, 100K to 2M, default 2M absent on 2.0
pbr PBR material, default true inert without texture output

At authoring time requestType 1 meant bare mesh, 3 (the default) textured. Resolution defaults differ: 2.1 opens on its fast tier, 2.1 Portrait on pro.

Views are positional

In images, slot one is the front view; extras are back, left, and right, in that order, all of one subject. A front view alone works; extra views buy stabler geometry on unseen sides. One centered subject on a plain background converts best.

Long jobs, moving prices

resolution buys generation detail; face sets delivered mesh weight (500K for lightweight assets, 2M for high fidelity). requestType, resolution, and pbr all move cost, spanning four times on one member at authoring time, so dry_run the exact parameter set before a batch. Runtimes are long (medians near 17 to 21 minutes at authoring time, a slow quartile reaching past 30), so jobs_wait timeouts are normal: re-call with pending_job_ids, never a second model_run, never job_get polling.

Worked example: a game prop from one concept image

  1. search with target="models", query="sparc3d", public=true. Prefer the newest non-deprecated base hit, e.g. model_hitem-sparc-3d-2-1 (a live hit at authoring time: re-discover each session).
  2. model_schema_get with that id: knob presence and resolution spelling come only from here.
  3. upload_asset the concept image, or generate one first with a text-to-image model.
  4. model_run with that model_id, dry_run=true, and parameters={"images": ["asset_front"], "requestType": 3, "resolution": "1536fast", "face": 500000, "pbr": true} for the cost estimate; re-estimate after touching any cost knob.
  5. Repeat model_run with wait=false, then jobs_wait with the returned job id, re-called with pending_job_ids on timeout; expect several rounds.
  6. asset_display to preview the mesh, then asset_download for engine import. No schema field selects the container (the catalog advertises GLB, OBJ, STL, and FBX): confirm the delivered format from the returned asset before promising an engine target.

Common mistakes

  • Passing a prompt: no member takes text; direction lives in the source images.
  • A bare string for images: one view still goes as ["asset_x"].
  • A side view in slot one: it is read as the front.
  • Carrying knobs across members: the non-pro tier is spelled three ways, face is missing on 2.0, resolution on 2.0 Portrait.
  • Expecting pbr to texture a mesh-only run: it acts only when requestType asks for texture.
  • Sending a creature or prop to Portrait: a head and face specialist, not a higher-quality tier.
Files (skills)
  • SKILL.md 5.1 KB
    ---
    name: scenario-sparc3d
    description: "Use when turning images or photos into 3D meshes with Sparc3D models on Scenario via MCP: single-image or multi-view image-to-3D, watertight meshes for game assets, AR/VR, or 3D printing, mesh-only versus PBR-textured output, face count targets, resolution tiers, or reconstructing human heads and busts with the Portrait variants. Keywords: Sparc3D 2.1 and 2.0, Hitem3D, image to 3D, img23d, multiview, watertight, PBR, GLB, OBJ, STL, FBX."
    license: MIT
    ---
    
    # Scenario Sparc3D Image-to-3D
    
    ## Overview
    
    Sparc3D, Hitem3D's image-to-3D family on Scenario, turns one to four photos into a watertight mesh with no text prompt: the source images are the entire art direction. A base line handles props and objects, a Portrait line human heads and busts, each in 2.1 and 2.0 generations. Discover them with `search` and treat `model_schema_get` as the contract: members disagree on which knobs exist and how values are spelled.
    
    Connection and the core loop: the `scenario` skill in this repo; model-agnostic 3D work: 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
    
    Names from the live schema; differences as of authoring time:
    
    | Parameter     | Role                                        | Differences across members                                                                                            |
    | ------------- | ------------------------------------------- | --------------------------------------------------------------------------------------------------------------------- |
    | `images`      | 1 to 4 views: front, then back, left, right | same                                                                                                                  |
    | `requestType` | numeric: mesh only or mesh plus texture     | same                                                                                                                  |
    | `resolution`  | detail and topology tier                    | `1536fast`/`1536pro` on 2.1, `1536profast`/`1536pro` on 2.1 Portrait, `1536`/`1536pro` on 2.0; absent on 2.0 Portrait |
    | `face`        | target face count, 100K to 2M, default 2M   | absent on 2.0                                                                                                         |
    | `pbr`         | PBR material, default true                  | inert without texture output                                                                                          |
    
    At authoring time `requestType` 1 meant bare mesh, 3 (the default) textured. Resolution defaults differ: 2.1 opens on its fast tier, 2.1 Portrait on pro.
    
    ## Views are positional
    
    In `images`, slot one is the front view; extras are back, left, and right, in that order, all of one subject. A front view alone works; extra views buy stabler geometry on unseen sides. One centered subject on a plain background converts best.
    
    ## Long jobs, moving prices
    
    `resolution` buys generation detail; `face` sets delivered mesh weight (500K for lightweight assets, 2M for high fidelity). `requestType`, `resolution`, and `pbr` all move cost, spanning four times on one member at authoring time, so `dry_run` the exact parameter set before a batch. Runtimes are long (medians near 17 to 21 minutes at authoring time, a slow quartile reaching past 30), so `jobs_wait` timeouts are normal: re-call with `pending_job_ids`, never a second `model_run`, never `job_get` polling.
    
    ## Worked example: a game prop from one concept image
    
    1. `search` with `target="models"`, `query="sparc3d"`, `public=true`. Prefer the newest non-deprecated base hit, e.g. `model_hitem-sparc-3d-2-1` (a live hit at authoring time: re-discover each session).
    2. `model_schema_get` with that id: knob presence and `resolution` spelling come only from here.
    3. `upload_asset` the concept image, or generate one first with a text-to-image model.
    4. `model_run` with that `model_id`, `dry_run=true`, and `parameters={"images": ["asset_front"], "requestType": 3, "resolution": "1536fast", "face": 500000, "pbr": true}` for the cost estimate; re-estimate after touching any cost knob.
    5. Repeat `model_run` with `wait=false`, then `jobs_wait` with the returned job id, re-called with `pending_job_ids` on timeout; expect several rounds.
    6. `asset_display` to preview the mesh, then `asset_download` for engine import. No schema field selects the container (the catalog advertises GLB, OBJ, STL, and FBX): confirm the delivered format from the returned asset before promising an engine target.
    
    ## Common mistakes
    
    - Passing a `prompt`: no member takes text; direction lives in the source images.
    - A bare string for `images`: one view still goes as `["asset_x"]`.
    - A side view in slot one: it is read as the front.
    - Carrying knobs across members: the non-pro tier is spelled three ways, `face` is missing on 2.0, `resolution` on 2.0 Portrait.
    - Expecting `pbr` to texture a mesh-only run: it acts only when `requestType` asks for texture.
    - Sending a creature or prop to Portrait: a head and face specialist, not a higher-quality tier.
    

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