genex-games/genex-desktop/genex-tool-model

Claude Code and agent skill by genex-games/genex-desktop

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Install

npx vskill@latest install genex-games/genex-desktop/genex-tool-model

SKILL.md

Genex models in AI Game Studio

You are building inside AI Game Studio. Below the upstream marker is Genex's model card, unchanged. Where it disagrees with this preface, this preface wins.

  • Run every command through genex__asset, never npx genex. `npx genex model "<prompt>"

--auto-size --low-poly is genex__asset {"operation":"model","prompt":"<prompt>","options": {"auto-size":true,"low-poly":true}}. A flag's value is the option's value ("face-limit":20000); image` names an image file inside this game.

  • model import <file> is operation model.import with the game file as prompt. `model

segment, model rig and model animate are model.segment, model.rig and model.animate, with the generation id as id`.

  • Studio submits every create without waiting and delivers the files into the game: never pass

out-dir, no-wait, no-download or json. Pick a result up with operation wait and its generationId; operation status lists your jobs in place of wait --all.

  • This lane is Tripo, and Studio has no provider option. A rigged character or creature is the

character card's lane (Meshy).

  • Pass auto-size whenever the model's real size matters: without it the model is not to scale.

Its meshes are dense (150000 faces by default): use low-poly or face-limit for props seen in numbers.

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name: genex-tool-model description: Generate a 3D model (GLB) from a text prompt or a reference image with npx genex model — props, vehicles, weapons, furniture, environment pieces, anything the scene needs as geometry. Also splits a model into named parts, rigs any mesh across 7 body plans, and retargets ready-made animation clips onto that rig. Files download to ./assets.


Genex Tools · Model

Props, vehicles, weapons, buildings, set dressing — anything the scene needs as real geometry. Output is a standard GLB that loads in any engine.

For a character or creature with a skeleton and animations, use $genex-tool-character instead; this lane is for objects.

Run

bash
npx genex model "weathered wooden barrel with rusted iron bands"
npx genex model --image ./reference-photo.jpg # build it FROM an image; prompt optional

Blocks until ready, saves the GLB into ./assets, and prints the path. Wire the local path; the URL printed beside it is provenance, not hosting.

Bring your own mesh

bash
npx genex model import ./hero-cart.glb # free — a file you already have becomes a model of yours

.glb only, ≤ 64 MB (export a .gltf/FBX as one binary .glb first). The import is free and checked before it completes; after it, segment, rig, animate and character import all take its id. Never rebuild a mesh the user hands you — import it.

Mesh lanes

Each takes the generation id of a previous model — never a URL.

bash
npx genex model segment <model-id> --granularity balanced
npx genex model rig <model-id> --type quadruped
npx genex model animate <rig-id> --preset walk,run
  • `segment` — one GLB split into addressable parts: doors, turrets, magazines, destructibles. --granularity simple|balanced|detailed. The parts are named by index (tripo_part_0, tripo_part_1, …), not by what they are — find the one you want by its bounds (the sails are the part with the widest extent, the door the lowest thin one), then keep that index in your manifest.
  • `rig` — a skeleton for any mesh, across 7 body plans: biped, quadruped, hexapod, octopod, avian, serpentine, aquatic. The plan is auto-detected; --type picks it. A mesh that cannot be rigged is refused and refunded before the paid step.
  • `animate` — retarget ready-made clips onto a rig, billed per clip. biped: idle|walk|run|dive|climb|jump|slash|shoot|hurt|fall|turn; quadruped/hexapod/octopod: walk; serpentine/aquatic: march.

Options

  • --image <path|url> — build the model from a reference image (local file ≤ 4 MB, or a previous generation's URL). The prompt becomes optional.
  • Quality knobs (Tripo H3.1, each priced in the quote — pick per asset, say it in one line): --texture standard|detailed|none (detailed default, +10 over standard; none = geometry only), --geometry detailed (+20, hero pieces only), --quad (+5, for meshes you will edit; face limit ≤150000), --low-poly (+10, game-ready topology for props in numbers — it holds --face-limit to 1000-20000, 500-10000 with --quad; omit the flag to take 20000; it runs a post-process after the mesh, so allow up to 30 minutes), --parts (+20, named parts at generation), --face-limit <n> (1000-2000000, default 150000; see --low-poly for its band), --auto-size (real-world metres).
  • --out-dir <dir> — where the file lands (default ./assets).
  • --no-download — print the URL only.
  • --no-wait — enqueue and return; pick it up with npx genex wait <id>.

Cost

From 35 credits a model (46 from a reference image; --texture standard 23, --geometry detailed 58, --low-poly 46, --parts 58) · 46 segment · 29 rig · 12 per clip for animate (1 credit = $0.01). Live prices and your balance: npx genex doctor.

Waiting

Models take the longest of any lane. --no-wait is the normal way to run several at once: enqueue them all, keep building, then npx genex wait --all for one status line each — in a tools workspace it also downloads every finished model that is not in ./assets yet, so one call after a break (or a restarted session) delivers the whole batch. npx genex wait <id> picks one up. Re-running the model command bills a NEW model — never use it as a status check. Five or so in flight at a time is the provider's comfortable concurrency; a burst beyond that waits on the server side rather than failing.

Moving parts

For models that need moving parts, use --parts during generation or genex model segment <id> to split an existing model. Inspect the resulting pieces, set their pivots, and animate them. Simple moving parts can also be built in code.

Placing a model

A generated GLB has no shared "front": one building's door faces −x, the next one's +z. Do not guess and do not spend a render per side — read the mesh once on load (bounding box, and where the detail is: the door, the counter, the opening) or check it in a viewer, then record a per-model front (a yaw in your manifest) beside its path and apply it when you place it. Ask for a facing in the prompt too ("…front toward +Z") — it helps, it does not guarantee.

Troubleshooting

  • Out of credits — the error prints the balance, the price and the refill date. Relay it; don't retry.
  • The rig was refused — that mesh has no usable skeleton for any body plan. It is refunded. Ship it static, or animate it in code.
  • Repeated failures in this folder — the CLI says so after the second one. That pattern is the lane, not your prompt: build the piece in code or move on, and tell the user in one plain line.
  • Anything else — npx genex doctor.

Security

  • Security scanPassed, 96 of 100Pattern checks on the skill's files.
  • Model reviewNot runA model review is scheduled for the next rescan.

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

Repository stars
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Repository forks
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