About scenario-sparc3d
scenario-sparc3d describes how to use Scenario’s Sparc3D models to turn one to four images into 3D meshes. It is aimed at people generating object assets or human heads, with guidance on model-specific parameters, cost estimates, and long-running jobs.
Key features
- 01Image-to-3D from one to four views
- 02Separate models for objects and portraits
- 03Model-specific parameter guidance
- 04Cost estimation before generation
- 05Long-running job handling
- 06Mesh preview and download
Use cases
- 01Create a 3D prop from a concept image
- 02Generate a head or bust from photos
- 03Estimate costs before batch generation
MCP support
The skill documents workflows using Scenario MCP tools such as `search`, `model_run`, `jobs_wait`, and asset tools. It explains how MCP clients can discover models, run generation, and retrieve results.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ scenario-labs/ skills --skill scenario-sparc3dAfter installing, type/scenario-sparc3din Claude Code to confirm it loaded.
Details
From the project READMEScenario 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:
| Parameter | Role | Differences across members |
|---|---|---|
images | 1 to 4 views: front, then back, left, right | same |
requestType | numeric: mesh only or mesh plus texture | same |
resolution | detail and topology tier | 1536fast/1536pro on 2.1, 1536profast/1536pro on 2.1 Portrait, 1536/1536pro on 2.0; absent on 2.0 Portrait |
face | target face count, 100K to 2M, default 2M | absent on 2.0 |
pbr | PBR material, default true | inert 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
searchwithtarget="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).model_schema_getwith that id: knob presence andresolutionspelling come only from here.upload_assetthe concept image, or generate one first with a text-to-image model.model_runwith thatmodel_id,dry_run=true, andparameters={"images": ["asset_front"], "requestType": 3, "resolution": "1536fast", "face": 500000, "pbr": true}for the cost estimate; re-estimate after touching any cost knob.- Repeat
model_runwithwait=false, thenjobs_waitwith the returned job id, re-called withpending_job_idson timeout; expect several rounds. asset_displayto preview the mesh, thenasset_downloadfor 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,
faceis missing on 2.0,resolutionon 2.0 Portrait. - Expecting
pbrto texture a mesh-only run: it acts only whenrequestTypeasks for texture. - Sending a creature or prop to Portrait: a head and face specialist, not a higher-quality tier.