@kolbo/mcp 1.86.0 → 1.86.3

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+ # 3D Generation (`generate_3d`)
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+
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+ Three model families, discoverable via `list_models` with types `3d_text_to_model`,
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+ `3d_image_to_model`, `3d_multi_image_to_model` (plus `3d_world` for world/splat generation).
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+ Settings are **family-scoped** — params for a different family than the selected model are
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+ silently ignored, so match the params to the model you pass.
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+
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+ ## Families & when to pick each
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+
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+ | Family | Identifiers | Pick when | Base credits |
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+ |---|---|---|---|
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+ | **Meshy V7** | `fal-ai/meshy/v7/image-to-3d`, `fal-ai/meshy/v7/multi-image-to-3d` | Game-ready assets, characters (rigging!), highest fidelity, PBR | 186 |
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+ | Meshy v5/v6 | `meshy/v5/multi-image-to-3d`, `meshy/v6-preview/*` (incl. the only **text**-to-3D) | Text mode, or legacy compatibility | 150 |
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+ | Trellis v1 | `trellis-image-to-3d`, `trellis-multi-image-to-3d` | Fast + cheap drafts | 5 |
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+ | Trellis 2 | `trellis-2-image-to-3d` | Better quality than v1, 4K textures, polygon control | 60 |
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+
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+ Multi-image mode: 2–4 images of the SAME object from different angles (Trellis: up to 6).
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+ More angles = better reconstruction. Output formats: GLB (always, in-app preview), FBX/OBJ/USDZ
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+ and textures via the full package.
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+
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+ ## Meshy V7 settings (the full-control family)
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+
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+ - `topology` `"triangle"|"quad"`, `target_polycount` 100–300000 (default 30000), `symmetry_mode` `"off"|"auto"|"on"`.
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+ - `should_remesh` (default true) — false keeps the raw reconstructed mesh, ignores topology/polycount.
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+ - `should_texture` (default true) — **false is cheaper** (~0.67× base). Disables `enable_pbr`,
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+ `texture_prompt`, `texture_image_url`.
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+ - `texture_prompt` (≤600 chars) and/or `texture_image_url` — guide texturing.
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+ - `enable_tpose` — output an A/T-pose character.
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+ - **Rigging**: `enable_rigging` auto-rigs a humanoid (best with clear limbs) + basic walk/run
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+ animations; `rigging_height_meters` (default 1.7). **~1.17× credit surcharge.**
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+ - **Animation**: `enable_animation` (requires `enable_rigging`) applies one preset from Meshy's
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+ ~697-action library via `animation_action_id` 0–696 (default 92 "Idle"; 0=Idle, 1=Walk, 14=Run,
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+ 4=Attack, 22=Dance, 290=Wave — full catalog at docs.meshy.ai/en/api/animation-library).
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+ **Additional ~1.09× surcharge on top of rigging.** Returns `animation_glb`/`animation_fbx` plus
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+ the rigged character files.
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+
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+ Credit math is toggle-multiplied off the base price (server-computed; the exact quote comes back
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+ in the generation response) — e.g. base 186 → +rigging 217 → +animation 236; no-texture 124.
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+
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+ ## Trellis settings
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+
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+ - v1: `texture_size` `"512"|"1024"|"2048"`, `ss_guidance_strength`/`ss_sampling_steps`,
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+ `slat_guidance_strength`/`slat_sampling_steps` (more steps = higher quality, slower),
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+ `mesh_simplify`, `multiimage_algo` `"stochastic"|"multidiffusion"` (multi mode), `seed`.
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+ - Trellis 2: `resolution` `"512"|"1024"|"1536"`, `t2_texture_size` `"1024"|"2048"|"4096"`,
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+ `decimation_target` (polygons), `remesh` (default true), `tex_sampling_steps`, `seed`.
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+
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+ ## Text mode (Meshy v6-preview only)
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+
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+ `prompt` required; `art_style` `"realistic"|"sculpture"` (sculpture disables PBR),
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+ `enable_prompt_expansion` for AI prompt enrichment.
@@ -23,20 +23,48 @@ Load this file when the user wants a **Seedance 2 / Seedance 2.0** (ByteDance) v
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  Then Locked Intro, then `SHOT N — 0:00–0:02 — Size / camera` beats whose ranges **sum exactly to Xs**. Last line repeats `Total: Xs / N shots / AR`.
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  - Example (15s / 6 shots): `6 connected cinematic shots, 15 seconds total, 16:9, Multishot ON` + `Total: 15s / 6 shots / 16:9`
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  - UGC / phone vertical: `N connected phone shots, Xs total, 9:16, Multishot ON` (never the word "cinematic").
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- - A prompt with only shot body and no Total / Multishot header is a **failed turn** — rewrite before calling `generate_*`.
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+ - A MULTI-shot prompt with only shot body and no Total / Multishot header is a **failed turn** — rewrite before calling `generate_*`. A single-shot prompt uses the single-shot header instead and carries no `Multishot ON`; see "Shot count comes from the USER".
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  - **MCP `duration` must match the Total line.** Pass `duration: X` (whole seconds) on `generate_video` / `generate_elements` / `generate_video_from_image` equal to the `Xs` in `Total: Xs / …`. Mismatch = wrong-length clip.
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  - **Then the Locked Intro** — `[GLOBAL LOOK]` / `[CAST]` / `[LOCATION]` (+ LOCATION MAP / CONTINUITY / PHYSICS for multi-shot) — before any shot. A one-liner `same character throughout` is not a character lock.
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  - **Order inside each shot**: Subject → Action → Camera → Constraints → (Audio/SFX if relevant). Do NOT restack GLOBAL LOOK style inside the shot.
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  - **Prompt length**: simple single-idea pieces ~120–280 words. Locked-intro cinematic typically 400–900 words. Shorter than ~120 words = random output. The 10,000-char cap below always wins.
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- - **Shot count is user-directed.** If the user asks for N shots, deliver exactly N in one prompt unless they ask to split.
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+ - **Shot count is user-directed.** If the user asks for N shots, deliver exactly N in one prompt unless they ask to split — and if they ask for ONE shot, deliver one shot with no `Multishot ON`.
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  - **Always describe at least one camera movement per shot.**
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  - **Tell Seedance what the camera is NOT doing** (e.g. `no cuts, no zoom, natural head movement`) — this is what locks POV.
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  - **Final prompt is always English**, wrapped in a copy-ready code block. Detect intent in any language and reply in the user's language, but the prompt itself is English.
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  - **HARD CAP: 10,000 characters TOTAL for the ENTIRE prompt** — measured as one single string including all shots, boilerplate, SFX lines, and the Total lines. It is per PROMPT, not per shot. **Never** split into multiple prompts, code blocks, or "part 1 / part 2" to evade the cap. Count the final prompt before output; if over, trim (cut adjectives, collapse boilerplate, shorten SFX lists, merge or drop shots) and re-count until it fits.
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- ## Locked Intro (DEFAULT for any multi-shot cinematic — including Elements)
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- After the Total lines, every multi-shot promptand any piece with recurring people or a recurring place — opens with the locked blocks. Skip only for: true single-shot POV/orb, 3×3 grid-panel mode, or video-edit tasks.
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+ ## Shot count comes from the USERdecide this FIRST
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+
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+ A SHOT is one uninterrupted camera take. A CUT is what separates two shots. Count
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+ what the user asked for before choosing the output shape.
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+
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+ **ONE shot requested → write ONE shot.**
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+ - No `SHOT N` labels, no per-shot beats, and **no `Multishot ON`**. That flag declares
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+ "this clip contains hard cuts" — on a single take it is false, and it additionally
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+ forces prompt enhancement on the wire, rewriting the prompt the user just approved.
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+ - Header: `Single continuous shot, Xs total, AR`. Closing line: `Total: Xs / 1 shot / AR`.
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+ - Describe the take as ONE unbroken movement; internal beats are timestamps inside it
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+ (`0:00–0:05 — the camera pushes in past the doorway…`), never numbered shots.
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+ - **Keep the Locked Intro blocks.** GLOBAL LOOK / CAST / LOCATION / PHYSICS are the
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+ consistency stack, not the multi-shot part — a long continuous move needs them most.
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+
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+ These all mean ONE shot, however long it runs and however far the camera travels:
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+ "one shot", "single shot", "one continuous take", "a oner", "no cuts", "unbroken",
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+ "one continuous camera movement". **Writing "N connected shots … no visible cut" is a
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+ contradiction** — no cut means one shot. That exact output is what this rule exists to
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+ stop; never emit it.
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+
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+ **N shots requested → deliver exactly N.** Never round up to a nicer-sounding number,
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+ never add shots the user did not ask for, and never invent a maximum.
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+
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+ **No count given → pick the SIMPLEST structure the idea needs.** One continuous take is
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+ very often right. A montage is a deliberate choice, never a default.
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+
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+ ## Locked Intro (DEFAULT for any cinematic piece — single-shot and Elements included)
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+
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+ After the Total lines, every prompt with recurring people, a recurring place, or more than one shot opens with the locked blocks. A single continuous take keeps ALL of them — only the `SHOT N` beats and `Multishot ON` are multi-shot-only. Skip entirely for: a bare POV/orb with no cast, 3×3 grid-panel mode, or video-edit tasks.
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  ```
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  N connected cinematic shots, Xs total, AR, Multishot ON
@@ -17,7 +17,7 @@ Creative generations bill against the user's Kolbo credit balance. **Billing uni
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  | **Music** | per generation (flat) | 15–60 cr | Suno v5 = 15 cr; ElevenLabs Music = 60 cr |
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  | **Speech (TTS)** | per 100 characters | 2–5 cr/100 chars | ElevenLabs (5) × 500 chars = 25 cr |
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  | **Sound effects** | per generation (flat) | 4–7 cr | |
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- | **3D model** | per model (flat) | 5–300 cr | Trellis = 5 cr; Meshy v6 = 150 cr; Marble 1.1 = 300 cr |
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+ | **3D model** | per model (flat, × toggle multipliers on Meshy V7) | 5–300 cr | Trellis = 5 cr; Trellis 2 = 60 cr; Meshy v5/v6 = 150 cr; Meshy V7 = 186 cr base (no-texture ~124; +rigging ~217; +rigging+animation ~236); Marble 1.1 = 300 cr |
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  | **Transcription (stt)** | per minute of audio | `model.credit × duration_minutes` | |
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  ## Calculation Formulas