What problem does it solve? Producing real 3D meshes for cinematic worlds requires choosing between multiple paid generation providers, controlling per-call costs, and verifying that downloaded GLB assets actually meet production quality before assembly. This Skill routes each asset need to the right provider, enforces cost discipline, and mandates mesh QA and scale normalization in Blender. ## Core Features & Use Cases - Provider Routing: Maps asset roles to the right tool, including Atlas Tripo H3.1 text-to-3D, fal Hunyuan 3D image-to-3D, fal SAM 3D Objects, the CC0 Kenney catalog, and Blender for scene assembly. - Cost and Provenance Discipline: Requires stating provider, model, unit cost, and output count before paid calls, and recording prompts, seeds, and costs in an asset provenance manifest. - Mandatory Mesh QA and Assembly: Inspects geometry, UVs, PBR textures, and scale in Blender, normalizes bounding boxes to declared target heights, and enforces exclusion zones and visibility windows for scatter and landmarks. - Use Case: A production needs a hero building plus hundreds of vegetation instances for a region. Generate the hero mesh via text-to-3D, pull scatter from the licensed catalog, validate everything in Blender, and assemble the world from a semantic specification. ## Quick Start Use the 3d-asset-generation skill to generate a textured hero prop with Atlas Tripo, validate it in Blender, and assemble it into the world scene.