Includes the minimax-mesh switch to M3.1-Flash-Preview at effort low, README/reflection-state refresh, and removal of two old session logs.
4.0 KiB
name, description, allowed-tools
| name | description | allowed-tools |
|---|---|---|
| minimax-mesh | Generate a 3D mesh (.blend, .stl, .obj, .glb) from a natural-language description via the MiniMax LLM + headless Blender 4.0. Use when the user wants a 3D model, a low-poly asset, a weapon, a piece of furniture, a vehicle, or any game-ready prop. Trigger on phrases like "3D model", "low-poly", "Blender", "make a sword", "generate a barrel", "model a chest". | Bash(minimax-gen mesh *), Bash(minimax-gen --help), Bash(blender --background *), Bash(mkdir *), Bash(ls *), Bash(test *), Bash(file *), Read |
/minimax-mesh — 3D Mesh Generation
Generate a 3D asset from a description. The MiniMax LLM writes Blender Python
(bpy), the script is hardened, and headless Blender saves a .blend file (or
exports to stl/obj/glb).
CLI
# Native Blender file (full editability)
minimax-gen mesh "a small wooden treasure chest with brass fittings" \
--out /tmp/chest.blend
# Game-ready export
minimax-gen mesh "a wooden barrel with metal hoops" \
--format glb --out /tmp/barrel.glb
# Pick a thinking depth and token budget
minimax-gen mesh "a simple wooden shield" \
--effort medium --max-tokens 8192 \
--out /tmp/shield.blend
The CLI is at ~/dev/claude/gamedev/minimax-gen/bin/minimax-gen.
Output formats
| Format | Use |
|---|---|
blend (default) |
full editable Blender file |
glb |
game engines (Godot, Three.js, Unity) |
obj |
traditional 3D tools |
stl |
3D printing |
When --format is not blend, the script also writes the .blend next to
the export so the user can edit it later.
Pick a model
Default is MiniMax-M3.1-Flash-Preview at --effort low. It always thinks, so
effort is what keeps the token budget for code (live check 2026-10-13: low used
~100 reasoning tokens, max ~240, on a trivial prompt). Raise --effort for
complex scenes; bump --max-tokens with it because thinking counts against it.
| Model | Use |
|---|---|
MiniMax-M3.1-Flash-Preview (default) |
--effort low|medium|high|xhigh|max |
MiniMax-M2.5-highspeed |
previous default, fast, clean code, no effort control |
MiniMax-M2.5 / M2.7(-highspeed) |
older gens |
MiniMax-M3 |
rarely usable here |
Bump max-tokens when the LLM truncates
A simple scene is ~2–4 KB of Python. Default --max-tokens 6144 is enough for
most; bump to 8192 or higher if a complex prompt gets cut off mid-script.
What you get
- The
.blend(or other format) at the requested path. - A sidecar
<out>.gen.pywith the LLM-generated Python code. Always point the user at this file — it's reviewable, editable, and re-runnable.
After the call
- Show the path written, the script path, and the wall-clock seconds.
- Suggest reasonable next steps (preview in Blender, edit the
.gen.py, rerun with a different prompt). - Do NOT run any post-processing that requires user confirmation without asking — the LLM may have generated something unexpected.
Normalization (default 1×1×1 unit box)
Every output is post-processed so the combined mesh fits inside a unit cube
with the longest axis = 1.0 and the other two scaled proportionally (≤ 1.0).
The geometry is also centred on the origin. This applies to the .blend
and to any export (.glb, .obj, .stl) derived from it.
This is what the game-engine side expects: ask for a "6m player ship" and
scale the imported player_ship.glb by 6 in the engine — don't ask the
LLM for absolute sizes (it can't honour them reliably). Relative
proportions (long vs wide vs tall) are still useful in the prompt; the
absolute scale is taken care of here.
Pass --no-normalize to keep the LLM-generated raw size (only do this
if you specifically want the LLM's dimensions — e.g. when asking for
"a 2m cube" and you literally want a 2m cube).
Never do
- Never echo, log, or commit the contents of
~/.claude-secrets/minimax-auth-token. - Never auto-render high-res images or animations without asking — those cost real credits.
Reference
Full option list: minimax-gen mesh --help