· 1 observation
Technical updates · 1
Package or technical metadata updated
View technical comparison →VAST v0.2.7
From Text/Image to 3D Models
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Not specified in the available declarations: limitations, pricing & account requirements.
Turn my reference image into a textured 3D model with PBR materials and export it as GLB.
Developer declarations; not independently tested. Listing last checked Nov 11, 2026. Package observed Nov 11, 2026.
From the marketplace listing
Generate and edit high-quality 3D models from text or images—including texturing, segmentation, rigging, and animation—for games, apps, and 3D printing using the Tripo API.
Language: English · Automatically detected from descriptions.
Exact text from the indicated source. A mention alone does not establish support for your task.
Generate engine-ready 3D assets from a text prompt or a reference image and land them directly in your project, with texturing, rigging, retopology and format conversion handled in one pass.
Generate and edit high-quality 3D models from text or images—including texturing, segmentation, rigging, and animation—for games, apps, and 3D printing using the Tripo API.
· 1 observation
Package or technical metadata updated
View technical comparison →· 5 observations
Skill instructions changed from “Recipes on top of the `tripo-3d` skill. Read that skill first for the shell requirement, auth, the blocking behaviour of `tripo make`, exit codes, and credit...” to “## Client attribution Use `tripo-cli` 0.7.0 or later. On every CLI command, set `TRIPO_CLIENT_APP=codex` and...
View comparison →Full description changed from “"make it look like LEGO",” to “"unwrap its UVs",”. Skill instructions changed from “"make it look like LEGO", or "generate placeholder assets". Also use to re-run, convert or inspect a previous Tripo generation, and to answer questions about...” to “"unwrap its UVs", or "generate...
View comparison →Is template instance added: “false”. Skill “tripo-3d” description changed from “"make it look like LEGO",” to “"unwrap its UVs",”. Version changed from “0.2.3” to “0.2.7”.
View comparison →Package or technical metadata updated
View technical comparison →· 2 observations
Package or technical metadata updated
View technical comparison →Package or technical metadata updated
View technical comparison →Find competitors to follow as you develop your plugin.
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--- name: tripo-3d description: Generate a 3D model from a text prompt, a reference image, or an existing mesh, and write it into the project as GLB, FBX, OBJ, STL, USDZ or 3MF. Use when the user asks for a 3D asset, model, mesh, prop, character or texture for a game, renderer, viewer, AR scene or 3D print — including requests like "make me a low-poly X", "turn this image into 3D", "rig this character", "convert this model to FBX", "split this model into parts", "unwrap its UVs", or "generate placeholder assets". Also use to re-run, convert or inspect a previous Tripo generation, and to answer questions about which Tripo model, parameter or step to use and what it costs — model versions (H series tripo-v3.1, P series tripo-p1 / tripo-p2 Preview, CLI alias vs API model value), quad output, texture versions, and per-step credit breakdowns. --- # Tripo 3D ## Client attribution Use `tripo-cli` 0.7.0 or later. On every CLI command, set `TRIPO_CLIENT_APP=codex` and `TRIPO_DISTRIBUTION_CHANNEL=codex_plugin` for that command: as a variable prefix in POSIX shells, or as `$env:TRIPO_CLIENT_APP` and `$env:TRIPO_DISTRIBUTION_CHANNEL` set right before it in PowerShell. The user does not have to set them, and they are never written to an account profile. The two values only name this plugin and carry no user data: the CLI's usage analytics use them to attribute events to it, and `TRIPO_ANALYTICS_ENABLED=0` still turns those analytics off. They do not change the region, the confirmation rules or the stdout output. Generate engine-ready 3D assets with the `tripo` CLI. One command turns a prompt or an image into local files: a model, a `preview.png` render, and a `task.json` record. ## Requires a shell Every command below runs through a shell. If this environment cannot execute shell commands, stop here: tell the user this skill works in Codex and that the same request will succeed there. Do not describe the commands as if they had run. ## Before the first generation Every command in this and related skills is the `tripo` command of `tripo-cli`, Tripo's official CLI on npm. Check it first: ```bash tripo --version # 0.7.0 or later tripo doctor # verifies key, network, region, balance ``` If `tripo` is missing or older than 0.7.0, do not fetch or run the CLI any other way. Tell the user, and only after they agree install the release this skill was checked against: ```bash npm install -g tripo-cli@0.7.2 ``` If `npm` itself is missing, Node.js is not installed — have the user install Node.js LTS first. In Windows PowerShell, `tripo` can fail with "running scripts is disabled on this system": that is the machine's script execution policy. Tell the user and leave the fix to them; do not change the policy or route around it. Auth resolves from `TRIPO_API_KEY` (a `tsk_...` key) or a previous `tripo login`. If `doctor` reports no key, start device login when permitted by the user's request and the host's approval rules. Do not bypass host permission prompts, never ask the user to paste a key into the chat, and never read, print or copy a key yourself — the CLI stores it, and `tripo whoami` shows it masked: ```bash tripo login --region ov --yes ``` `--yes` forces the non-interactive device flow. The command prints a verification URL and a one-time code right away, then blocks until the user approves in a browser — up to 15 minutes. Do not kill it early, and do not wait for it to exit before talking to the user: read the URL and code from its output while it is still running (run it in the background or stream its stderr). **Show the user the full verification URL and the code verbatim**, plus the console address https://developers.tripo3d.ai, and walk them through every step — assume they have never seen this page: 1. Open the verification URL in a browser. 2. If the page asks to sign in, they are not logged in on the web either: sign in to your Tripo account at https://developers.tripo3d.ai, then return to the verifica
Preview of the first 4,000 characters. Read full instructions →
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--- name: tripo-game-asset description: Recipes for producing game-ready 3D assets with Tripo and wiring them into a game project - low-poly props on a face budget, PBR hero assets, LOD chains, modular or segmented parts, and rigged characters with locomotion clips for Unity, Unreal, Godot or Three.js. Use when the user is building a game or real-time 3D scene and needs props, characters, placeholder art, LODs, part-based assets, or an animated rig, rather than a single one-off model. --- # Game asset pipeline ## Client attribution Use `tripo-cli` 0.7.0 or later. On every CLI command, set `TRIPO_CLIENT_APP=codex` and `TRIPO_DISTRIBUTION_CHANNEL=codex_plugin` for that command: as a variable prefix in POSIX shells, or as `$env:TRIPO_CLIENT_APP` and `$env:TRIPO_DISTRIBUTION_CHANNEL` set right before it in PowerShell. The user does not have to set them, and they are never written to an account profile. The two values only name this plugin and carry no user data: the CLI's usage analytics use them to attribute events to it, and `TRIPO_ANALYTICS_ENABLED=0` still turns those analytics off. They do not change the region, the confirmation rules or the stdout output. Recipes on top of the `tripo-3d` skill. Read that skill first for the shell requirement, auth, the blocking behaviour of `tripo make`, exit codes, and credit rules. Every recipe here is a shell command: if this environment cannot execute shell commands, stop and tell the user this skill works in Codex. Every recipe also spends credits, so it goes through that skill's "Plan first, run after the user confirms" step — list each API call the recipe makes and its estimated cost, get a yes, run, then report the billed total **and** the per-task breakdown. The point of these recipes is that assets land in the project's own directory structure. Always pass `-o` pointing at wherever the project keeps its art — but note `-o` is the parent: the files end up in `<dir>/tripo-out/<name>-<id8>/`, so move them to their final location afterwards if the user named a specific path. ## Pick a budget first | target | preset | what it does | | ----------------------------- | ------------------- | ----------------------------------------------------- | | mobile, WebGL, many instances | `--for game-mobile` | P1 low-poly model, face_limit 15000, 2K textures, FBX | | PC / console hero asset | `--for game-pc` | v3.1, detailed PBR, FBX | | animated character | `--for anim` | rig-check, then rig (v2.5, tripo spec), then retarget idle + walk | Override the face budget when the project has a stricter one: ```bash tripo make "a health potion bottle" --for game-mobile \ -p face_limit=3000 --then convert:format=FBX,texture_size=1024 \ -o ./Assets/Art/Props --json --yes ``` Which generation model fits the budget: - **P1** (`tripo-p1`, 50–20000 faces) — the default low-poly choice; clean, game-style topology out of the box. The CLI picks it automatically for any `face_limit` ≤ 20000 or a "low poly" prompt. - **P2** (`--model tripo-p2`, 48–50000 tri / 48–25000 quad; **Preview**) — P1 with quads and a bigger budget: `-p quad=true` for subdivision-friendly or hand-edit-friendly low-poly. `tripo-p2` is the CLI alias; the request carries `model=P2-20260801` (the API rejects the alias itself). Costs 100+ credits per generation versus 30–50 for P1; never auto-selected. - **v3.1 + `smart_low_poly`** (`--model tripo-v3.1 -p smart_low_poly=true -p face_limit=<500–20000>`) — high-fidelity detail with hand-modelled-style low-poly topology, when P1's look is too simple. Without `--model`, a `face_limit` ≤ 20000 silently switches to P1. - **v3.1 + `decimate`** — hero-quality source, then LODs (next section). P1/P2 do not support `smart_low_poly`, `generate_parts` or `geometry_quality`. ## Props ```bash tripo make "an ornate treasure chest, fantasy style"
Preview of the first 4,000 characters. Read full instructions →
Referenced files: 1 — file references are metadata, not package contents.
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Package observed Nov 11, 2026.
plugins_6a9055d25738819198aeedb74e8360f7
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