mcpbeat

Meshy 3d

calesthio/meshy-3d

>- Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.

10k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
112
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/calesthio/generative-media-skills --skill meshy-3d

What comes with it

14 743 bytes besides the instruction
EVAL.md

The instruction itself

22 sections, as written by the author

Meshy 3D generation

Meshy is a hosted generative-3D service. You give it text or images; it returns

a textured mesh (GLB/FBX/OBJ/USDZ/STL/3MF), with optional PBR maps, remeshing,

UV, auto-rigging, and library animations. Everything runs as **asynchronous

jobs**: you POST a task, get a task ID, then poll, stream (SSE), or receive a

webhook until SUCCEEDED.

This skill covers driving Meshy well: choosing the right generation mode,

writing prompts that separate geometry from texture, controlling topology and

poly count, texturing and re-texturing, rigging and animating, exporting into a

game/film/print pipeline, and judging whether the output is usable.

Evidence labels used below

  • [Doc] — stated in official Meshy documentation, API reference, or help

center (URLs in Sources). Volatile items carry a verification date.

  • [1P-claim] — a first-party Meshy claim (marketing/blog/help) not

independently verified. Treat as a claim, not a guarantee.

  • [Heuristic] — production judgment from how generative-3D pipelines behave;

verify against your own output.

Volatile facts (model IDs, credit costs, limits, formats) were verified

2026-07-10 against docs.meshy.ai. Re-check the changelog and pricing pages

before quoting numbers to a user, because Meshy ships model versions and

adjusts credit costs and promotions frequently.

When to use Meshy — and when not to

Use Meshy when you need:

  • A single, coherent prop, character, or creature fast from a prompt or a

reference image (concept-to-asset, game jam, previz, background dressing,

crowd fillers, marketplace assets, 3D-print blanks). [Heuristic]

  • A textured starting mesh you will clean up downstream rather than a

final production hero asset. [Heuristic]

  • Bulk asset generation where throughput and cost per asset matter more

than authored topology. [Heuristic]

Do not reach for Meshy when:

  • You need exact real-world dimensions or CAD tolerances (mechanical parts,

enclosures, mounting brackets). Generative meshes are approximate; use CAD.

[Heuristic]

  • You need guaranteed-watertight, manifold geometry for manufacturing. Meshy

offers printability analysis/repair and remesh, but does not guarantee a

manifold result; validate in a slicer/mesh-repair tool. [Heuristic]

  • You must edit the geometry of an existing hand-authored asset — Meshy

regenerates, it does not surgically edit your mesh.

  • The subject is a full scene (room, environment, multiple interacting

objects). Text-to-3D and image-to-3D reconstruct one subject best; build the

scene from separately generated parts in your engine. [Doc/Heuristic]

  • You require **clean animation-ready quad topology with edge loops around

deformation areas** authored to spec. Meshy's quad remesh is quad-dominant

reconstruction, not artist-placed edge flow. [Heuristic]

  • Licensing forbids AI-generated assets, or your reference images are

copyrighted in a way that would taint ownership (see Rights & licensing).

Model versions and mode selection

ai_model accepts meshy-6, meshy-5, or latest; latest resolves to the

current generation, which is Meshy-6 as of 2026-07-10. **[Doc, verified

2026-07-10]** Meshy-4 was retired and its API requests are no longer supported.

[Doc] Pin an explicit version (meshy-5 or meshy-6) when you need

reproducible behavior across a batch; use latest only when you want Meshy's

newest default and can tolerate behavior changes. [Heuristic]

model_type selects standard (default) or lowpoly. [Doc] lowpoly

produces stylized low-polygon output and, per the image-to-3D reference,

overrides remesh, PBR, and poly-count settings, so do not combine it with

fine topology control. [Doc, verified 2026-07-10]

Meshy-6-only / latest-only texture features: hd_texture (4K base color),

remove_lighting (bakes out captured shadows/highlights), and, for

image-to-3D, image_enhancement. [Doc, verified 2026-07-10]

Deprecated parameters — do not use

  • art_style (Text-to-3D preview) — unsupported by Meshy-6; formerly

realistic / sculpture. [Doc]

  • symmetry_mode — no longer functional. [Doc]
  • is_a_t_pose — replaced by pose_mode (a-pose, t-pose, or "").

[Doc]

  • Remesh resize_height, resize_longest_side, auto_size, origin_at

documented as deprecated on the remesh endpoint. [Doc]

Passing deprecated params generally no-ops; prefer the current replacements so

your integration survives cleanups.

The async job model

Base URL https://api.meshy.ai/openapi/v1 (Text-to-3D uses the v2 path

/openapi/v2/text-to-3d; other endpoints are v1). **[Doc, verified

2026-07-10]**

Auth Bearer token: Authorization: Bearer $MESHY_API_KEY. Create the key

at meshy.ai/settings/api; it is shown once — store it (env var, secret

manager), never hardcode. API access requires a Pro tier or higher

subscription; the free tier cannot create API tasks. [Doc]

Task lifecycle Every generation POST returns a task id immediately. Status

progresses PENDING → IN_PROGRESS → SUCCEEDED (or FAILED / CANCELED), with

progress 0–100 and, while PENDING, preceding_tasks (queue position).

[Doc]

Three ways to learn a task finished [Doc]:

  • Poll GET /openapi/v1/<endpoint>/:id on an interval until terminal

status. Simplest; use a backoff (e.g. 2–5 s) and stop on

SUCCEEDED/FAILED/CANCELED. [Heuristic]

  • Stream GET .../:id/stream — SSE message/error events; partial

frames carry only id, progress, status.

  • Webhook — register a callback to be notified on completion. Prefer for

server integrations to avoid poll load. [Heuristic]

Rate limits (verified 2026-07-10) [Doc]: 20 requests/second on Pro,

Premium, Ultra, Studio; 100/s on Enterprise. Concurrent "queue" tasks (Text to

3D, Image to 3D, Text to Texture, Remesh): Pro 10, Studio 20, Premium

30, Ultra 100, Enterprise 50 (customizable). Exceeding rps →

429 RateLimitExceeded; exceeding concurrency → 429 NoMoreConcurrentTasks.

Design a client-side concurrency gate to your tier's queue limit and retry 429s

with backoff. [Heuristic]

Error codes [Doc]: 400 bad/invalid params or over-limit prompt, 401

bad key, 402 insufficient credits, 404 unknown task, 429 rate/queue.

Failed tasks return task_error.message; consumed_credits is 0 on failure.

Asset retention Generated files are retained ~3 days on non-Enterprise

plans. [Doc, verified 2026-07-10] Download and re-host output URLs

promptly; do not treat Meshy CDN URLs as permanent storage. [Heuristic]

Text-to-3D: the two-step preview → refine workflow

Text-to-3D is deliberately two calls so you can approve geometry before paying

to texture it. [Doc]

Step 1 — preview (geometry only). POST /openapi/v2/text-to-3d with

mode: "preview" and a prompt (≤ 600 chars). Key controls: **[Doc, verified

2026-07-10]**

  • ai_model meshy-6 | meshy-5 | latest
  • model_type standard | lowpoly
  • topology triangle (default) | quad
  • target_polycount 100–300,000 (default 30,000); or decimation_mode 1–4

(adaptive; overrides target_polycount)

  • should_remesh (default false on Meshy-6, true otherwise)
  • pose_mode "" | a-pose | t-pose — request an A/T pose when the mesh

will be rigged

  • target_formats any of glb, obj, fbx, stl, usdz, 3mf (all except 3mf by

default)

  • auto_size + origin_at (bottom/center) for real-world scale
  • alpha_thumbnail, moderation

Step 2 — refine (texture). POST again with mode: "refine" and

preview_task_id = the succeeded preview's ID. Texture controls: enable_pbr

(metallic/roughness/normal/emission maps), hd_texture (4K base color, Meshy-6),

texture_prompt (≤ 600 chars), texture_image_url (URL or base64 style

reference), remove_lighting (default true, Meshy-6). [Doc]

Outputs include model_urls (per format), texture_urls (array with

base_color and, under PBR, metallic/normal/roughness/emission),

thumbnail_url. [Doc]

Because these are separate billed steps, iterate cheaply: regenerate or

re-prompt at preview until the silhouette/topology is right, then refine once.

[Heuristic]

Image-to-3D and Multi-Image-to-3D

POST /openapi/v1/image-to-3d reconstructs one subject from one image

(image_url as public URL or base64 data URI, .jpg/.jpeg/.png), or from a

prior text-to-image / image-to-image task via input_task_id. [Doc]

Texturing and topology params mirror text-to-3D refine plus:

should_texture (default true), image_enhancement (Meshy-6, default true),

save_pre_remeshed_model, multi_view_thumbnails. **[Doc, verified

2026-07-10]**

POST /openapi/v1/multi-image-to-3d accepts **1–4 images of the same object

from different angles (image_urls) for better reconstruction. [Doc]**

Reference-image guidance [Heuristic]:

  • Use a clean subject on a plain background, well lit, minimal occlusion,

the whole object in frame. Busy backgrounds bleed into reconstruction.

  • For multi-image, shoot/collect consistent, non-conflicting views (e.g.

front, side, back) of the *same* object at the *same* scale and lighting;

contradictory views produce fused or averaged geometry.

  • Image-to-3D infers unseen sides — expect invention on the back of a

single-front-view input; add views (multi-image) to constrain it.

  • texture_prompt and texture_image_url guide *texture*, not shape; text is

prioritized if both are given (per the image-to-3D reference). [Doc]

Texturing, PBR, and re-texturing

Texture quality is separable from geometry. Options across the texturing-capable

endpoints [Doc]:

  • enable_pbr — produce metallic/roughness/normal (+ emission on Meshy-6) maps

for physically based rendering in Unity/Unreal/Blender. Leave off for flat

base-color-only assets.

  • hd_texture — 4K (4096²) base color; PBR maps stay 2K. Meshy-6/latest

only. Use for hero assets seen close up; skip for background props to save

credits/time. [Doc/Heuristic]

  • remove_lighting — bakes out captured highlights/shadows so your engine can

relight; default true, Meshy-6/latest. Keep on when the asset must react to

scene lighting. [Doc]

Retexture / restyle an existing mesh: POST /openapi/v1/retexture with

input_task_id or model_url (.glb/.gltf/.obj/.fbx/.stl) plus a style via

text_style_prompt (≤ 600 chars) or image_style_url; if both are given,

image_style_url wins. [Doc, verified 2026-07-10] Key flag:

enable_original_uv — reuse the model's existing UV layout instead of

generating new UVs (preserves existing textures; if the model has no UVs,

quality suffers). Also supports enable_pbr, hd_texture, remove_lighting,

ai_model, target_formats. [Doc] Use retexture to re-skin one mesh into

many variants (color/material swaps) without regenerating geometry. [Heuristic]

Topology, poly count, and remesh

  • topology: triangle — default; fine for static props, rendering, and most

engine import. topology: quad — quad-dominant reconstruction, friendlier to

subdivision and some DCC workflows, but not artist-authored edge loops.

[Doc/Heuristic]

  • target_polycount (100–300,000): pick to budget. As rough starting targets

[Heuristic]: background/mobile props ~1k–10k; standard game assets ~10k–50k;

film/close-up hero or 3D-print masters higher (tens–hundreds of thousands).

These are budgets, not quality guarantees — a high count can still hide bad

topology.

  • decimation_mode 1–4 gives adaptive reduction and overrides

target_polycount. [Doc]

Remesh POST /openapi/v1/remesh re-topologizes/exports an existing task or

uploaded model (input_task_id or model_url; .glb/.gltf/.obj/.fbx/.stl).

Params: target_formats (adds blend), topology, target_polycount

(100–300,000, default 30,000), decimation_mode 1–4. **[Doc, verified

2026-07-10] Reach for remesh when the raw generation has too many faces,

messy topology, or you need a watertight-oriented mesh for printing**, and

before rigging if the mesh exceeds 300,000 faces (the rigging cap). [Doc]

Recommended post-processing order (Meshy's own guidance):

Remesh → Unwrap UV → AI Texturing → Rigging → Animate → export. [Doc]

Rigging and animation

POST /openapi/v1/rigging rigs a textured humanoid GLB. **[Doc, verified

2026-07-10]** Requirements and params:

  • Input: input_task_id (a textured model task) or model_url (GLB /

.glb only, public URL or data URI). [Doc]

  • height_meters (default 1.7, must be positive); optional

texture_image_url (UV-unwrapped base-color PNG). [Doc]

  • Constraints: humanoid with clearly defined limbs; character must face the

+Z axis (glTF forward); ≤ 300,000 faces when using

input_task_id (remesh first if larger). Untextured meshes, non-humanoids,

and unclear limb structure are unsuitable. [Doc]

  • Output: rigged character in FBX and GLB, plus basic walk/run animations

(skinned and armature-only variants). [Doc]

Animation POST /openapi/v1/animations applies a library clip to a rigged

model via action_id. The library holds 500+ animations (categories like

DailyActions, WalkAndRun, Fighting, Dancing, BodyMovements); look up the

action_id in the Animation Library reference. [Doc, verified 2026-07-10]

For custom or non-humanoid motion, rig/animate in Blender/Maya instead. [Heuristic]

Export and engine import

Formats: glb, obj, fbx, stl, usdz, 3mf (remesh adds blend). Request only

what you need via target_formats to keep responses small. [Doc]

Practical routing [Heuristic]:

  • Unity / Unreal / three.js / web: glb (or fbx for skinned rigs). GLB

carries PBR maps in one file. Assign metallic/roughness/normal/

emission from texture_urls if you re-import maps separately.

  • Blender / DCC editing: glb or, from remesh, blend; fbx for rigs.
  • AR (iOS Quick Look): usdz.
  • 3D printing: stl or 3mf; run remesh first for topology/scale, then

validate manifoldness and wall thickness in a slicer.

  • Set real scale with auto_size + origin_at, or height_meters at rigging,

so the asset imports at usable size rather than arbitrary units.

Prompt construction: separate geometry from texture

Geometry is decided at preview / generation; surface look is decided at

refine / texture. Write for each stage. [Doc/Heuristic]

Geometry prompt (subject + form + a few concrete features). One object, ~3–6

key details. Name the object type first, then defining shape/parts, then scale

and intended use. Prefer singular nouns — plurals ("warriors") invite fused or

extra limbs. Avoid full scenes, abstract concepts, and micro-detail like

individual hair strands. [1P-claim, Meshy prompt guide]

Texture prompt (materials, colors, finish, style) belongs in

texture_prompt / retexture: e.g. "brushed brass and dark oak, matte finish"

rather than restating the shape. Concrete material words ("smooth gold metal")

beat vague praise ("looks beautiful"). [1P-claim]

Render-quality buzzwords ("8k, Unreal Engine, Octane, cinematic lighting") are

image-model habits; they mainly affect Meshy's *texture/albedo*, not geometry —

use them in the texture stage, not to try to improve the mesh. [Heuristic]

Quality review: is the mesh usable?

Inspect before accepting. Check [Heuristic]:

  • Silhouette / proportions from multiple angles (use

multi_view_thumbnails or open the GLB). Generative meshes often look right

from the front and wrong from behind or top.

  • Topology & poly count — is it within budget? Is it a dense blob that

needs remesh? quad requested where subdivision/deformation is needed?

  • UVs & seams — visible seams or stretched texels? If you must hand-paint,

Unwrap UV first; for restyles, enable_original_uv preserves layout.

  • Watertightness / manifold for print — do not assume; verify in a mesh

tool. Meshy provides printability analysis/repair but no guarantee. [Doc]

  • Texture artifacts — baked-in lighting (turn on remove_lighting),

smeared or hallucinated detail on unseen faces, resolution (upgrade to

hd_texture only where it shows).

  • Rig readiness — humanoid, +Z facing, ≤ 300k faces, in A/T pose, textured

before you send it to rigging.

  • Symmetry/limbs — extra/fused limbs or asymmetry from ambiguous prompts or

conflicting reference views → re-prompt or add views.

Iteration and repair workflow

  • Preview cheaply, refine once. Approve geometry before texturing. [Doc]
  • Wrong shape? Re-prompt geometry (singular noun, clearer form, add

reference image / more views). Small wording changes shift results. [1P]

  • Right shape, wrong surface? Keep the mesh; re-run

refine/retexture with a better texture_prompt or

image_style_url. Don't regenerate geometry to fix a texture. [Heuristic]

  • Too heavy / bad topology? Remesh to target poly count / quad. [Doc]
  • Seams / hand-paint needed? Unwrap UV before texturing. [Doc]
  • Needs animation? Ensure textured + A/T pose + ≤ 300k faces (remesh if

not) → riganimate by action_id. [Doc]

  • Batch: gate concurrency to your tier's queue limit; retry 429s; download

outputs within the retention window. [Heuristic]

Credits and pricing (verified 2026-07-10)

API usage bills per operation in credits (Pro+ subscription required). Costs

depend on model: Meshy-6 and low-poly cost more than legacy models. [Doc]

| Operation | Meshy-6 / low-poly | Other models |

|---|---|---|

| Text-to-3D preview | 20 | 5 |

| Text-to-3D refine (texture) | 10 | 10 |

| Image-to-3D (no texture / with texture) | 20 / 30 | 5 / 15 |

| Multi-Image-to-3D (no texture / with texture) | 20 / 30 | 5 / 15 |

| Retexture / Text-to-Texture | 10 | 10 |

| Remesh | 5 | 5 |

| Auto-rigging | 5 | 5 |

| Animation | 3 | 3 |

[Doc, docs.meshy.ai/en/api/pricing, verified 2026-07-10] A full textured

Meshy-6 text-to-3D via API is therefore ~30 credits (20 preview + 10 refine).

Failed tasks charge 0. Promotions and per-model costs change — re-read the

pricing page before quoting. Web-app pricing can differ from API per-operation

pricing. [Doc/Heuristic]

Rights and licensing (verified 2026-07-10)

  • Paid plans: you retain full private ownership of assets you create and

may distribute/sell them, provided (a) you did not use materials that infringe

others' copyright as input, and (b) you do not publish the model to the

public Meshy Community — publishing to the community removes that private

ownership protection. [Doc, Meshy help center]

  • Free plan: models are licensed CC BY 4.0 — you may use, modify, and

even sell them, but must give attribution (Meshy suggests "Model created with

Meshy – CC BY 4.0 License"). [Doc]

  • Input hygiene: feeding copyrighted/trademarked reference images (a

character, a logo, a real person) can taint ownership and create infringement

risk regardless of plan. Use references you have rights to. [Heuristic]

  • Confirm current terms at meshy.ai/terms-of-use before shipping commercially;

these terms are volatile.

Complete examples (illustrative — not fixed formulas)

Example A — Textured game prop, text-to-3D, Meshy-6

Intent: a game-ready treasure chest, ~20k tris, PBR, GLB for Unity.

Preview (geometry):

curl -s https://api.meshy.ai/openapi/v2/text-to-3d \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{
    "mode": "preview",
    "prompt": "a sturdy wooden treasure chest with iron banding and a domed lid, ornate lock plate, medieval fantasy style",
    "ai_model": "meshy-6",
    "topology": "triangle",
    "target_polycount": 20000,
    "target_formats": ["glb"]
  }'
# -> { "result": "<preview_id>" }  then poll GET /openapi/v2/text-to-3d/<preview_id>

Refine (texture) once preview is SUCCEEDED:

curl -s https://api.meshy.ai/openapi/v2/text-to-3d \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{
    "mode": "refine",
    "preview_task_id": "<preview_id>",
    "enable_pbr": true,
    "texture_prompt": "aged oak planks, dark iron fittings, worn brass lock, matte finish"
  }'

Why: geometry words in preview, material words in the texture stage; PBR for

engine relighting; poly budget set at preview. Expected: a chest GLB with

base-color + metallic/roughness/normal maps. Failure modes: over-detailed prompt

→ mushy carving; skipping enable_pbr → flat look in Unreal. Variation: add

hd_texture: true for a close-up hero chest.

Example B — Character from concept art, then rig + walk

Intent: reference image → riggable humanoid → walking animation.

# 1) multi-image reconstruction (front + side + back of the SAME character)
curl -s https://api.meshy.ai/openapi/v1/multi-image-to-3d \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{ "image_urls": ["https://.../front.png","https://.../side.png","https://.../back.png"],
        "ai_model":"meshy-6", "should_texture": true, "pose_mode": "a-pose" }'
# poll -> SUCCEEDED, note <model_task_id>; confirm faces <= 300000 (remesh if not)

# 2) rig the textured humanoid
curl -s https://api.meshy.ai/openapi/v1/rigging \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{ "input_task_id": "<model_task_id>", "height_meters": 1.8 }'
# poll -> <rig_task_id>

# 3) apply a walk animation by action_id (look up in Animation Library)
curl -s https://api.meshy.ai/openapi/v1/animations \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{ "input_task_id": "<rig_task_id>", "action_id": 1 }'

Why: a-pose at generation makes rigging reliable; multi-image constrains the

back so the rig binds a real mesh, not a hallucinated one; rig needs a textured

humanoid ≤ 300k faces facing +Z. Failure modes: single front image → bad back +

failed rig; non-humanoid subject → rig rejects it; > 300k faces → remesh first.

Example C — Restyle one mesh into color variants (retexture)

Intent: reuse an approved sword mesh as three material variants without

regenerating geometry.

curl -s https://api.meshy.ai/openapi/v1/retexture \
  -H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
  -d '{ "input_task_id": "<sword_task_id>",
        "text_style_prompt": "corroded bronze blade, verdigris patina, leather-wrapped grip",
        "enable_original_uv": true, "enable_pbr": true }'

Why: enable_original_uv preserves the existing UV layout so variants stay

UV-consistent; only the surface changes; 10 credits per variant vs. re-running a

full generation. Failure mode: model lacking UVs → weaker result (unwrap first).

Sources (verified 2026-07-10)

  • Text-to-3D API — https://docs.meshy.ai/en/api/text-to-3d
  • Image-to-3D API — https://docs.meshy.ai/en/api/image-to-3d
  • Multi-Image-to-3D API — https://docs.meshy.ai/en/api/multi-image-to-3d
  • Retexture / Text-to-Texture API — https://docs.meshy.ai/en/api/retexture
  • Remesh API — https://docs.meshy.ai/en/api/remesh
  • Rigging & Animation API — https://docs.meshy.ai/en/api/rigging-and-animation
  • Animation Library — https://docs.meshy.ai/en/api/animation-library
  • Quickstart / auth — https://docs.meshy.ai/en/api/quick-start
  • Rate limits — https://docs.meshy.ai/en/api/rate-limits
  • API pricing — https://docs.meshy.ai/en/api/pricing
  • Changelog — https://docs.meshy.ai/en/api/changelog
  • Post-processing decision guide — https://docs.meshy.ai/en/webapp/guides/choosing/post-processing
  • Prompt best practices — https://help.meshy.ai/en/articles/11972484-best-practices-for-creating-a-text-prompt

and https://www.meshy.ai/blog/meshy-5-text-to-3d

  • Ownership — https://help.meshy.ai/en/articles/10137554-what-is-the-ownership-of-the-generated-models
  • Commercial use — https://help.meshy.ai/en/articles/9992001-can-i-use-my-generated-assets-for-commercial-projects
  • Credit costs (help) — https://help.meshy.ai/en/articles/10000507-how-many-credits-does-each-generation-task-cost
  • Plans/pricing — https://www.meshy.ai/pricing

How to use it

Copy the folder

Take calesthio/meshy-3d from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.