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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 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.

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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:

ParameterRoleDifferences across members
images1 to 4 views: front, then back, left, rightsame
requestTypenumeric: mesh only or mesh plus texturesame
resolutiondetail and topology tier1536fast/1536pro on 2.1, 1536profast/1536pro on 2.1 Portrait, 1536/1536pro on 2.0; absent on 2.0 Portrait
facetarget face count, 100K to 2M, default 2Mabsent on 2.0
pbrPBR material, default trueinert 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.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

scenario

無料

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

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