@aura3d/cli 4.1.2 → 4.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/data/root-export-dispositions.json +39 -0
- package/dist/cli.d.ts.map +1 -1
- package/dist/cli.js +49 -17
- package/dist/cli.js.map +1 -1
- package/dist/commands/evidence/index.d.ts +3 -0
- package/dist/commands/evidence/index.d.ts.map +1 -0
- package/dist/commands/evidence/index.js +12 -0
- package/dist/commands/evidence/index.js.map +1 -0
- package/dist/commands/evidence/judge.d.ts +18 -0
- package/dist/commands/evidence/judge.d.ts.map +1 -0
- package/dist/commands/evidence/judge.js +194 -0
- package/dist/commands/evidence/judge.js.map +1 -0
- package/dist/commands/evidence/judgeLib.d.ts +84 -0
- package/dist/commands/evidence/judgeLib.d.ts.map +1 -0
- package/dist/commands/evidence/judgeLib.js +178 -0
- package/dist/commands/evidence/judgeLib.js.map +1 -0
- package/dist/commands/registry.d.ts +1 -0
- package/dist/commands/registry.d.ts.map +1 -1
- package/dist/commands/registry.js +1 -0
- package/dist/commands/registry.js.map +1 -1
- package/dist/look/capture.d.ts +15 -7
- package/dist/look/capture.d.ts.map +1 -1
- package/dist/look/capture.js +85 -13
- package/dist/look/capture.js.map +1 -1
- package/dist/pull-bridge/adapters.d.ts +9 -1
- package/dist/pull-bridge/adapters.d.ts.map +1 -1
- package/dist/pull-bridge/adapters.js +30 -7
- package/dist/pull-bridge/adapters.js.map +1 -1
- package/dist/pull-bridge/search.d.ts +5 -0
- package/dist/pull-bridge/search.d.ts.map +1 -1
- package/dist/pull-bridge/search.js +7 -1
- package/dist/pull-bridge/search.js.map +1 -1
- package/dist/pull-bridge.js +1 -1
- package/dist/pull-bridge.js.map +1 -1
- package/dist/resolve-ladder.d.ts +123 -0
- package/dist/resolve-ladder.d.ts.map +1 -0
- package/dist/resolve-ladder.js +410 -0
- package/dist/resolve-ladder.js.map +1 -0
- package/package.json +5 -5
- package/skills/aura3d-art-direction/SKILL.md +5 -1
- package/skills/aura3d-assets/SKILL.md +16 -19
- package/skills/aura3d-assets/references/preview-under-look.md +16 -0
- package/skills/aura3d-browser-game/SKILL.md +19 -22
- package/skills/aura3d-browser-game/references/genre-gates.md +11 -0
- package/skills/aura3d-browser-game/references/genre-looks.md +48 -0
- package/skills/aura3d-character-animation/SKILL.md +8 -2
- package/skills/aura3d-core/SKILL.md +22 -20
- package/skills/aura3d-core/references/boundaries.md +8 -5
- package/skills/aura3d-evidence-review/SKILL.md +12 -2
- package/skills/aura3d-materials-environments/SKILL.md +25 -19
- package/skills/aura3d-performance/SKILL.md +19 -11
- package/skills/aura3d-retexture/SKILL.md +4 -3
- package/skills/aura3d-scene-authoring/SKILL.md +15 -15
- package/skills/aura3d-threejs-migration/SKILL.md +10 -2
- package/skills/llms.txt +104 -216
- package/skills/meshy-cli/SKILL.md +35 -34
- package/skills/meshy-cli/references/asset-tooling.md +23 -0
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1. Run `meshy --version` and require the repository pin `0.2.0`.
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2. Read `meshy --help`, `meshy resources`, and `meshy <resource> create --help`
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for every resource you will call.
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for every resource you will call. Flags live in the installed help
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(`meshy text-to-3d create --pose-mode a-pose|t-pose`, `--texture-resolution 2k`,
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`remesh create --target-polycount`, `rigging create --height-meters`,
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`animate create --rig-task-id --action-id`). `-o <dir>` is global and
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downloads artifacts.
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3. Run `npx @aura3d/cli@latest --help` and confirm `assets import-meshy` and
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its `--profile prop|environment|vehicle|humanoid` values.
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4. Confirm
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4. Confirm `assets resolve` was tried first (`aura3d-assets`) and its skip
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reasons were reported. For the full upstream agent skill, review and pin a
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revision of [meshy-3d-agent](https://github.com/meshy-dev/meshy-3d-agent)
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before installing; do not copy its text here.
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@@ -39,19 +43,26 @@ Start from the closest existing mesh and pick the smallest operation:
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| Look is right, triangle count or topology fails the profile | `meshy remesh create --target-polycount N` |
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| Textured humanoid, static, needs a skeleton | `meshy rigging create --height-meters M` |
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| Rig succeeded, a named action is missing | `meshy animate create --rig-task-id <id> --action-id N` |
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| Nothing usable exists | `meshy make "<prompt>"`
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| Nothing usable exists | `meshy make "<text prompt>"` (text prompts only; see Safety) |
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| Only format or real-world size is wrong | `meshy convert` or `meshy resize` |
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Reject instead of generating when the subject is a named real product,
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brand, or person
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brand, character or person, or a request to reproduce another game's or
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product's art from its screenshots or frames; when rights evidence for
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the output cannot be recorded; when the user has not approved a maximum; or
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when
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when an open-source candidate already passes the rubric.
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## Procedure
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1. Plan: `meshy make "<prompt>" --dry-run` and show the steps and estimate.
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For single resources, read the create help and state the planned inputs.
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2. Get
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2. Get an approved maximum, then pass `--max-credits <approved>` and reserve
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every paid call in the ledger first:
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`rid=$(aura3d meshy ledger reserve --game <tag> --op preview --cap <per-game> --global-cap <total>)`,
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then `aura3d meshy ledger settle --rid "$rid" --exit-code 0 --task-id <id>`.
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Credits per operation: preview 20, refine 10 (`make` = 30), remesh 5,
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rigging 5, animate 3, retexture 10. A rate-limited or timed-out call keeps
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counting until `ledger reconcile`.
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3. Run, preferring `--async` when other work can proceed. Persist task IDs
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and provider resume hints in ignored local state. Resume a completed
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preview; never recreate paid work that succeeded.
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and `--image-style-url`, which exclude each other. Keep
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`--enable-original-uv true` to preserve an admitted mesh's UVs, and keep
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`--enable-pbr true` so normal, metallic, roughness, and emission maps exist.
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6. Profile traps,
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| --- | --- | --- | --- | --- |
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| `prop` | 100,000 | none | 8 | 4096 |
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| `vehicle` | 250,000 | 1,000 | 12 | 4096 |
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| `humanoid` | 150,000 | 3,000 | 12 | 4096 |
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| `environment` | 500,000 | none | 16 | 8192 |
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Meshy `--texture-resolution` defaults to `4k`; `8k` fails every profile
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except `environment`. With `--enable-pbr` each map counts toward the
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texture limit. Non-indexed geometry leaves the triangle check `unproven`.
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Omitting `--profile` infers it from `--role` (`character` to humanoid,
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`vehicle` to vehicle, `world`/`environment`/`track` to environment, else
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prop). Remesh defaults to 30,000; about 10,000 rigs well. Raw Meshy exports
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often contain `200,000–1,750,000` vertices and `20–65 MB` of uncompressed 4K
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PNG textures, which stall main-thread glTF parsing and exhaust GPU memory
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when multiple models share one scene look and lighting setup. Before
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admission run `assets optimize --file in.glb --out out.glb --role prop` on
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every generated GLB (role vertex budgets, textures `<= 1024–2048` px,
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float32 geometry kept; see [asset-tooling](references/asset-tooling.md)).
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6. Profile traps (budgets per `--profile`, `8k` textures, PBR map counts, raw export sizes,
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remesh targets): read the table in [asset-tooling](references/asset-tooling.md#profile-traps).
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Before admission run `assets optimize --file in.glb --out out.glb --role prop` on every generated GLB.
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7. Admit the local output with rights evidence.
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```bash
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--profile prop --role prop --thumbnail artifacts/meshy/arena-relic/thumbnail.png
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```
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(
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In the Aura3D monorepo use `--into <game-assets> --prefix <game> --name <role>`
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(isolated import, the default there; shared root manifests are never written,
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so never run plain `import-meshy`, `validate` or `typegen` from the repo root). Merge each
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`animate` clip into one rig with `assets merge-clips`, and reserve every paid
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call with `meshy ledger`: see [asset-tooling](references/asset-tooling.md).
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Use `--file` when the run has several GLBs. Import defaults to
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## Safety
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- Keep credentials out of arguments, prompts, logs, commits, and output.
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- Keep credentials out of arguments, prompts, logs, commits, and output.
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The key comes from the runtime environment only: `MESHY_API_KEY`, plus
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`MESHY_BASE_URL_V1/V2` pointing at Kiro Prism for AuraOne agents. Never run
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`meshy auth login`, `auth login --with-key`, or any login, refresh or
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rotation script, never pass `--api-key`, and never call `api.meshy.ai`
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directly in a run that is meant to go through Prism.
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- Text prompts only, written in your own words as a generic description.
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Never image-to-3D from screenshots or frames of another game, product or
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character, and never name a third-party character, brand or title.
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- Send Meshy only intentional prompts, never repository source or unrelated
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user data.
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- Propagate Meshy exit codes (3 auth, 4 validation, 6 rate limit, 8 timeout,
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9 credits exhausted). Prism or agent-capacity failures are separate issues.
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## References
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- [Boundaries](../aura3d-core/references/boundaries.md)
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- [Asset workflow (canonical, end to end)](https://github.com/auraoneai/aura3d/blob/main/docs/agents/asset-workflow.md)
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- [Aura3D Meshy pipeline](https://github.com/auraoneai/aura3d/blob/main/docs/meshy-cli.md)
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- [Admission budgets source](https://github.com/auraoneai/aura3d/blob/main/packages/aura3d-cli/src/meshy/admission.ts)
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- [Meshy CLI](https://github.com/meshy-dev/meshy-cli)
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task with `meshy <resource> get <id>` instead of paying again, then
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`meshy ledger reconcile --rid <id> --status ok` (or `failed`). Only a confirmed no-charge outcome (auth
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exit 3, validation exit 4, credits exit 9, or a FAILED task) settles as `failed` and counts 0.
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## Profile traps
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| `--profile` | Max triangles | Min triangles | Max textures | Max texture px |
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| --- | --- | --- | --- | --- |
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| `prop` | 100,000 | none | 8 | 4096 |
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| `vehicle` | 250,000 | 1,000 | 12 | 4096 |
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| `humanoid` | 150,000 | 3,000 | 12 | 4096 |
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| `environment` | 500,000 | none | 16 | 8192 |
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Meshy `--texture-resolution` defaults to `4k`; `8k` fails every profile
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except `environment`. With `--enable-pbr` each map counts toward the
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texture limit. Non-indexed geometry leaves the triangle check `unproven`.
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Omitting `--profile` infers it from `--role` (`character` to humanoid,
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`vehicle` to vehicle, `world`/`environment`/`track` to environment, else
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prop). Remesh defaults to 30,000; about 10,000 rigs well. Raw Meshy exports
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often contain `200,000–1,750,000` vertices and `20–65 MB` of uncompressed 4K
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PNG textures, which stall main-thread glTF parsing and exhaust GPU memory
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when multiple models share one scene look and lighting setup. Before
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admission run `assets optimize --file in.glb --out out.glb --role prop` on
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every generated GLB (role vertex budgets, textures `<= 1024–2048` px,
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float32 geometry kept; see [asset-tooling](asset-tooling.md)).
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