
tripo-3d
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, o
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/calesthio/generative-media-skills --skill tripo-3d- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads tripo-3d automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Tripo 3D asset generation
Tripo (product of VAST AI Research; consumer brand "Tripo AI") turns text, single images, and multi-view image sets into textured 3D meshes, then post-processes them into engine-ready assets: PBR texturing, retopology, auto-rigging, preset animation, and format conversion. It ships as a web Studio, mobile apps, and an async task-based REST API ("Tripo OpenAPI"). This skill is about producing production-usable assets through that API and Studio.
Evidence labels used below: [Doc] = official Tripo documentation/SDK; [1P] = first-party Tripo blog/marketing claim (directional, not independently verified); [3P] = disclosed third-party source; [Heuristic] = production judgment, not a documented guarantee. Volatile facts carry a verified 2026-07-10 date; re-check them, because Tripo ships model and pricing changes frequently.
When to use Tripo, and when not to
Tripo's strength is speed and coverage: a usable single-object mesh in tens of seconds to a couple of minutes, across a huge range of props, characters, and hard-surface objects, with texturing/rigging/format export in one API. [Heuristic] Reach for it when you need many game/AR/previz/3D-print assets fast, when you have a concept image or clean reference, or when you want a first-pass base mesh to refine by hand.
Do not rely on Tripo (or set expectations accordingly) for:
- Clean production topology out of the box. Raw generation output is typically dense, organic triangulation. Use quad remesh, smart low-poly, or retopo in a DCC tool before deforming/subdividing. [Heuristic]
- Full scenes / multi-object layouts. It generates one object per task. Compose scenes yourself.
- Precise dimensional/CAD accuracy. It is a generative reconstruction, not a measured model. For 3D printing, verify scale, wall thickness, and manifold-ness.
- Guaranteed likeness of real, identifiable people, or reproduction of copyrighted/branded characters. Treat these as rights risks (see Rights & licensing).
- Text, fine logos, thin lattices, transparent/refractive materials. These are common failure classes. [Heuristic]
The task model (how the API actually works) — [Doc], verified 2026-07-10
Everything is an asynchronous task. You submit a task, receive a task_id, then poll (or receive a
webhook) until it succeeds, then read output URLs.
- Base URL:
https://api.tripo3d.ai/v2/openapi - Auth: header
Authorization: Bearer YOUR_API_KEY. Create keys atplatform.tripo3d.ai/api-keys. - Create a task:
POST /v2/openapi/taskwith a JSON body whosetypeselects the operation. - Poll a task:
GET /v2/openapi/task/{task_id}. Response carriesstatus,progress,output(download URLs), andconsumed_credit(exact credits charged for that task). - Status values:
queued→running→success(alsofailed,cancelled,banned,expired,unknown). Poll until terminal; read model URLs fromoutputonsuccess. - Uploads: input images may be passed as a
url(public JPEG/PNG, max 20 MB), afile_tokenfrom direct upload, or anobjectfrom STS upload (bucket: "tripo-data",key: <resource_uri>). STS upload is Tripo's recommended path. Output download URLs are time-limited — fetch and store them promptly. - Chaining: post-process tasks reference a prior task by id
(
original_model_task_id/draft_model_task_id), so a model → texture → rig → convert pipeline is a chain of tasks, not a re-upload each time.
[Heuristic] Poll with backoff (e.g., 2 s, then 3–5 s) rather than tight loops; generation is
seconds-to-minutes depending on model/options. For batch/production, prefer webhooks if your integration
path supports them (native webhook support varies by API surface and by proxy providers such as fal/Runware,
which expose an X-Webhook-URL-style header [3P], verified 2026-07-10; confirm against current Tripo docs
before depending on it, otherwise poll).
Model versions — [Doc]/[1P], verified 2026-07-10
Select with model_version on generation tasks. Volatile — re-check the changelog.
| Family | API model_version / selector | Character | Face/poly envelope |
|---|---|---|---|
| v3.0 (HD / "H3") | v3.0-20250812 | Stable, general default | up to ~1M–1.5M tris [Doc] |
| v3.1 (HD / "H3.1") | v3.1-20260211 | Higher geometric density, sharper edges, stronger PBR | up to ~1.5M–2M tris [Doc] |
| P1 (Smart Mesh P1.0) | p1 selector (premium tier) | Native 3D-diffusion, game-ready low-poly, orientation control, seeds; very fast | ~48–20,000 faces [Doc/1P] |
- v3.0 — safe general-purpose default when you want maximum detail and will retopo later. [Heuristic]
- v3.1 — pick for "hero" detail: denser geometry and better PBR response; costs more compute/time. Marketed for hero game assets, cinematics, product shots. [1P]
- P1 — pick when you want engine-ready, controllable low-poly directly: a target face budget
(
face_limit48–20,000) andorientationcontrol (defaultoralign_image) so the asset faces a predictable axis. Announced at GDC 2026 as a native-3D-diffusion architecture producing low-poly assets in seconds. [1P] Costs more credits than v3.x per task. OlderTurbo-v1.0,v1.4, andH2versions also exist for legacy/cheaper paths. [Doc]
The marketing "Hxx" names and the API model_version strings are not identical spellings — always drive the
API off the exact model_version string from the current docs, not the blog name.
Generation tasks and their parameters — [Doc], verified 2026-07-10
text_to_model
type: "text_to_model",model_version,prompt(≤ 1024 chars; multilingual; no emoji/exotic Unicode).- Optional:
negative_prompt(≤ 255),image_seed,model_seed,texture_seed,style.
image_to_model
type: "image_to_model",model_version, and afile(viafile_token|url|object).enable_image_autofixcleans up the input;texture_alignmentandorientationcontrol how texture and the asset's facing follow the image.
multiview_to_model
type: "multiview_to_model",files= an ordered list[front, left, back, right].- Front is required; other views may be omitted (pass empty for that slot). Use at least 2 views. More consistent views → better back/side reconstruction. [Doc]
Shared generation controls
texture(bool, defaulttrue; ~10 credits cheaper whenfalsefor geometry-only).pbr(bool, defaulttrue) — emit PBR maps (base color / metallic-roughness / normal) for lit pipelines.texture_quality:"standard"(default) or"detailed"(+10 credits).geometry_quality:"standard"or"detailed"(+20 credits) on supported versions.face_limit(int) — cap output triangles; the practical lever for engine budgets.quad(bool, defaultfalse, +5 credits) — quad-dominant remesh for cleaner edge flow / subdivision.smart_low_poly(bool, defaultfalse, +10 credits) — automatic low-poly-ization at generation time.auto_size(bool) — normalize real-world scale;compressfor smaller GLB;export_uv;generate_parts(+20 credits) to split into named parts;stylefor stylized geometry presets.
Post-processing pipeline — [Doc], verified 2026-07-10
Each references a prior task id, so you refine without re-generating:
- texture_model — re-texture an existing mesh. Key inputs:
original_model_task_id,texture,pbr,texture_quality,texture_alignment,texture_seed,part_names,bake, plus atext_prompt,image_prompt, orstyle_imageto redirect the look. - refine_model — refine a draft mesh (
draft_model_task_id). - mesh_segmentation (40 cr) / mesh_completion (50 cr) — split into parts / fill holes and finish partial geometry.
- smart_lowpoly (30 cr) — retopo high-poly → low-poly with
face_limit,quad,bake,part_names. - stylize_model — apply a stylization
style:LEGO,VOXEL,VORONOI,MINECRAFT, withblock_size.
Rigging & animation — [Doc], verified 2026-07-10
- check_riggable (
type: "check_riggable", free) — validate a mesh can be auto-rigged before paying to rig. Always gate on this for characters. - rig_model (25 cr) — auto-rig. Params:
original_model_task_id,out_format("glb"|"fbx"),rig_type,spec(skeleton spec, e.g. humanoid). Auto-rigging expects a roughly upright, symmetric, single-character mesh with clearly separated limbs. [Heuristic] - retarget_animation (10 cr per animation) — apply preset motions to the rigged mesh.
animationtakes one or a list of"preset:<name>"values:preset:idle,preset:walk,preset:run,preset:jump,preset:climb,preset:dive,preset:fall,preset:turn,preset:slash,preset:shoot,preset:hurt, plus quadruped/hexapod/octopod/serpentine/aquatic variants for non-humanoids.out_format,bake_animation, andexport_with_geometrycontrol the exported clip.
Format conversion / export — [Doc], verified 2026-07-10
- convert_model —
original_model_task_id+format∈GLTF,USDZ,FBX,OBJ,STL,3MF(base 5 cr, +5 with extra options). Native generation output is GLB; convert to your target.- Engine/tool mapping [Heuristic]: Unity/Unreal → FBX or glTF/GLB; Blender → GLB/glTF or FBX; USD pipelines / Apple AR Quick Look → USDZ; 3D printing → STL or 3MF (STL drops color; 3MF keeps color/material).
Prompt and input-image strategy — [Heuristic] unless marked
Text-to-3D prompts describe an object, not a scene: subject + form + material + style. Be concrete
about silhouette and material ("a low-poly stylized wooden treasure chest with iron bands, closed lid").
Use negative_prompt to suppress recurring artifacts ("extra limbs, floating parts, text"). Text-to-3D has
inherent ambiguity about unseen sides; expect to iterate on model_seed/image_seed.
Image-to-3D / multiview beats text for fidelity and control. For the best single-image result:
- Clean, centered subject on a plain/transparent background; fills most of the frame.
- Even, neutral lighting; avoid hard shadows/specular blowout that the model bakes into geometry/texture.
- A roughly 3/4 "hero" angle reads volume better than a flat orthographic front for single-image input.
- Set
orientation/texture_alignmentso the generated asset faces and textures consistently with the image.
Multiview is the highest-control path: supply consistent front/left/back/right renders of the same object (same lighting, same scale). It resolves the "hallucinated back" problem that plagues single-image and text input. Front is mandatory; add as many real views as you have.
Iteration and repair workflow — [Heuristic]
- Cheap first pass: generate at
texture:false(geometry only) or a lower tier to judge form before paying for texture. Lock the silhouette, then re-texture the winning geometry with texture_model rather than regenerating. - Vary seeds, not prompts, first. If geometry is 80% right, re-roll
model_seeda few times before rewriting the prompt. - Move up the model ladder deliberately: v3.0 → v3.1 for detail; use P1 when you specifically need a controlled low-poly/oriented game asset. Don't pay for v3.1 detail you'll immediately decimate.
- Fix, don't regenerate: holes → mesh_completion; too dense → smart_lowpoly/
quad; wrong parts granularity → mesh_segmentation; bad texture only → texture_model. - Gate rigging: run check_riggable before rig_model; if it fails, the mesh usually needs a cleaner, upright, limb-separated topology first.
Reviewing generated mesh quality — [Heuristic]
Before shipping a Tripo asset, check:
- Poly count vs. budget — did
face_limitland where you need it? Overshoot → smart_lowpoly. - Topology — raw output is triangulated and often uneven; if the asset will deform (rigged) or subdivide, demand quad remesh/retopo. Straight-to-static-prop tolerates raw triangulation.
- Watertight / manifold — required for 3D printing; check for holes, non-manifold edges, flipped normals.
- UVs & texture — seams, stretching, baked-in lighting, low-res detail on text/logos. PBR maps present if
pbr:true. Re-texture if the geometry is good but the surface is not. - Scale & pivot/orientation — confirm real-world size (
auto_size) and that the pivot/facing matches your engine's convention (P1orientationhelps here). - Symmetry & floaters — check for asymmetry, detached fragments, fused parts (use generate_parts / segmentation to separate).
Credits, cost, and rate limits — [Doc]/[3P], verified 2026-07-10
Billing is in credits: $1.00 = 100 credits. New accounts get 300 free credits, valid ~2 weeks.
Each task response reports exact consumed_credit. Representative task prices [Doc] (subject to change):
| Operation | v3.0/v3.1 (H2/H3) | P1 |
|---|---|---|
| text_to_model | 10 (no tex) / 20 (tex) | 30 / 40 |
| image_to_model | 20 / 30 | 40 / 50 |
| multiview_to_model | 20 / 30 | 40 / 50 |
| import model | free | — |
Add-ons [Doc]: detailed texture +10, smart low-poly +10, quad +5, generate parts +20, detailed geometry +20. Post-process: rig 25, retarget 10 per animation, pre-rig check free, mesh_segmentation 40, mesh_completion 50, smart_lowpoly 30, convert 5 (+5 with options).
Consumer/Studio subscriptions differ from API credit purchasing. Reported tiers [3P], verified
2026-07-10: Basic free (~300 credits/month, 1 concurrent task), Pro/Professional ~$15.90/mo
(~3,000 credits, ~10 concurrent), Advanced ~$39.90/mo (~8,000 credits, ~15 concurrent). Treat exact
dollar/credit figures and tier names as unstable; confirm on tripo3d.ai/pricing before quoting.
Rate limits: exceeding limits returns HTTP 429; concurrent-task limits are plan-dependent
(free ≈ 1). Errors carry a code, message, and suggestion (e.g. code 2002 = unsupported task type).
Handle 429 with backoff and respect the concurrency cap by queueing. [Doc/3P]
Rights & licensing — read carefully, this is a real risk surface
[Doc/1P], verified 2026-07-10:
- On the free/Basic plan, generated models are typically published publicly and released under a Creative Commons CC BY 4.0-style license — i.e., others may use them with attribution, and you do not get private/exclusive assets. Do not treat free-tier output as confidential or exclusive.
- Paid plans unlock private models and grant commercial-use rights to the geometry you generate, which is what production/retail/print use requires.
- Tripo's operating entity retains all IP in its software, models, and technology (Background IP); the license concerns the asset you generate, not the platform.
[Heuristic] Practical guidance for agents:
- For any commercial deliverable, generate on a paid plan and confirm the current Terms yourself
(
tripo3d.ai/terms) — licensing wording changes and CC BY 4.0's "commercial-with-attribution" nuance is easy to misread. Do not assert "you own it, full commercial rights" without checking the plan and terms. - You are still responsible for the input: do not feed copyrighted/branded characters, trademarked designs, or images of identifiable real people you lack rights to, and don't launder those into a "generated" asset. The generator does not grant you rights you didn't have in the source.
- For 3D printing commercial sales, verify both the Tripo license tier and that the design itself isn't infringing.
Complete worked example (illustration, not a required formula)
Intent: produce an engine-ready, game-budget stylized barrel prop for Unity, from a concept image, then convert to FBX. Provider/model: Tripo OpenAPI, P1 (want controlled low-poly + oriented asset).
# 1) Create an image_to_model task with P1, budgeting ~4k faces, PBR on, image-aligned orientation.
curl -s https://api.tripo3d.ai/v2/openapi/task \
-H "Authorization: Bearer $TRIPO_API_KEY" -H "Content-Type: application/json" \
-d '{
"type": "image_to_model",
"model_version": "p1",
"file": { "type": "png", "url": "https://example.com/barrel_ref.png" },
"face_limit": 4000,
"texture": true,
"pbr": true,
"texture_quality": "detailed",
"orientation": "align_image",
"auto_size": true
}'
# -> { "code":0, "data": { "task_id": "TASK_A" } }
# 2) Poll until success, then read output URLs and consumed_credit.
curl -s https://api.tripo3d.ai/v2/openapi/task/TASK_A \
-H "Authorization: Bearer $TRIPO_API_KEY"
# status: queued -> running -> success; data.output has the GLB URL. Download it promptly (URL expires).
# 3) Convert the finished GLB to FBX for the Unity project (chained by task id).
curl -s https://api.tripo3d.ai/v2/openapi/task \
-H "Authorization: Bearer $TRIPO_API_KEY" -H "Content-Type: application/json" \
-d '{ "type":"convert_model", "original_model_task_id":"TASK_A", "format":"FBX" }'
Why structured this way: P1 with an explicit face_limit yields a game-budget mesh directly instead of a
million-triangle mesh you'd have to decimate; orientation:"align_image" keeps the pivot/facing predictable
for level design; texture+PBR give lit-pipeline maps; conversion is a cheap chained task off the same id.
Expected result: a ~4k-tri textured barrel, GLB then FBX. Likely failure modes: baked-in shadows from
a harsh reference photo (fix: cleaner lighting or enable_image_autofix); hallucinated back detail (fix:
supply a multiview set); topology too triangulated for later deformation (fix: quad:true or a
smart_lowpoly pass). Variations: swap to multiview_to_model with front/back/left/right renders for a
faithful hero prop; drop to v3.0 and texture:false for a rapid geometry-only silhouette review before
committing credits.
Sources (verified 2026-07-10)
- Tripo OpenAPI docs — Introduction, Quick Start, Pricing, model-generation pages:
https://docs.tripo3d.ai/ - Official Python SDK API reference (task types, params, animation presets):
https://github.com/VAST-AI-Research/tripo-python-sdk/blob/master/docs/API.md - Tripo platform docs (billing, rate limit, error handling, animation):
https://platform.tripo3d.ai/docs - Tripo API product page:
https://www.tripo3d.ai/api; Pricing:https://www.tripo3d.ai/pricing - Tripo blog — H3.1 / Smart Mesh P1.0 announcements (first-party claims):
https://www.tripo3d.ai/blog - Terms / licensing:
https://www.tripo3d.ai/termsand 3D-print copyright guide on tripo3d.ai - Third-party (disclosed, secondary): apidog developer guide
https://apidog.com/blog/how-to-use-tripo-3d-api/; 3D AI Studio Tripo P1 docs; fal / Runware Tripo model pages (proxy webhook behavior)
FAQ
What does the tripo-3d skill do?
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, o
How do I install tripo-3d?
Run npx skills add https://github.com/calesthio/generative-media-skills --skill tripo-3d in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/tripo-3d/ (personal) or .claude/skills/tripo-3d/ (project).
Which AI agents can use tripo-3d?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is tripo-3d safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains tripo-3d?
It is published by calesthio in calesthio/generative-media-skills. It has 121 recorded installs.
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