What you build
Real 3D files you can use, made from a sentence or a photo:
- Game assets: props, weapons and characters with a triangle budget for the role (about 1,500 for a small prop, 15,000 for a hero), as GLB for Godot and the web, FBX for Unity and Unreal, or USDZ for Apple AR.
- Animated characters: auto-rigged humanoids with walking and running clips, plus animations from Meshy's library or a motion clip made from text.
- 3D prints: a model checked and repaired for printing, an STL, a multicolor 3MF for your slicer, or the model split into printable parts.
- Concept-first designs: a concept image you approve before anything becomes a model.
Every result shows up in the chat as an interactive 3D card. You can orbit and zoom it, play its animations, and toggle wireframe or grid. The card's Download menu saves every format Meshy made (free), and Next offers texturing, rigging, remeshing and more, each with its cost. A 3D gallery keeps your recent generations and the models on your machine.
Why CoWork OS is a strong fit
- Costs before you spend: every Meshy call that can spend credits asks first, and the approval card leads with its estimated cost and what the task has spent. A task can't pass 200 credits without asking again.
- You see the model, not a link: the job's progress, then the model itself, right in the reply. No switching to a web dashboard to check whether it looks right.
- It ends up in your project: models are saved into your workspace, next to the code or scenes that use them.
- Meshy's own server, pinned: CoWork runs Meshy's first-party MCP server at a reviewed version, with the workflow rules in a bundled skill.
- Your key, your machine: the key is stored encrypted, and requests go straight to Meshy.
How to use
- Open Settings → Connectors → Meshy, click Install & Connect, and paste your Meshy API key (Meshy API keys need a Pro plan or above).
- Say what the asset is for: the engine, where it appears, and how close the camera gets. The agent picks the detail level and format from that.
- Approve the cost. The agent names the tool and credits, and the approval card repeats them.
- Keep working. The 3D card tracks the job and turns into the model when it's ready.
- Use Download for other formats and Next for the follow-ups (texture, rig, animate, resize, print check).
See the 3D Models with Meshy guide for the full details.
Prerequisites
- A Meshy account with API access and credits.
- Node.js 18+ with
npxon your PATH (CoWork runs Meshy's pinned server locally). - For printing: your slicer installed if you want the hand-off.
Steps
- Start with an untextured preview (5–25 credits) to check the shape before paying for textures.
- Texture or retexture once the shape is right.
- For characters, generate in a T-pose, then rig (5 credits) and animate (3 credits per action).
- Download the format your engine or printer needs. Formats Meshy already made are free; a conversion is 1 credit.
- Import into your engine and check scale, pivot and materials. A generated model has no LODs or collision mesh yet.
Suggested prompts
- “Make a low-poly treasure chest for my Godot game, under 2,000 triangles, and save it in models/.”
- “Turn ~/photos/mug.jpg into a 3D model I can print at 10 cm, check it, and give me an STL.”
- “Make a stylised knight in a T-pose, rig it, and add a wave and a walk animation.”
- “Make three dungeon props (chest, barrel, wall torch) under 1,500 triangles each. Quote the credits first.”
Launch readiness
- Models open in your engine at the right scale, with materials intact.
- Triangle counts checked against your budget (the card shows the actual count).
- Licensing of generated assets reviewed against Meshy's terms for your plan.
- Saved copies kept in the project: Meshy's download links expire after 3 days.
Common pitfalls
- Treating a download as game-ready: generated models need LODs, collision and a pivot check.
- Regenerating on a timeout: the job may still be running and billed. The agent checks the task list before creating it again.
- Texture size: Meshy textures are often 4K; downsize them for mobile.
- Rigging a non-humanoid: auto-rigging is for humanoid characters.