Skills

3d Virtual Tour

Build guided and interactive virtual tours through a 3D environment with authored...

Install

npx skills add MengTo/Skills --skill 3d-virtual-tour -g -a claude-code -y
Repository
MengTo/Skills7.2k
Category
Media
Updated
3d ago
License
MIT
Context cost
Mediumabout 2,180 tokens
Runs scripts
No, instructions only

What it does

Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.

3D Virtual Tour

Help the viewer understand a place through movement, landmarks, and direct navigation. Keep the route, camera, room labels, and controls in agreement.

Establish the tour model

Inspect the scene, coordinate system, scale, floor elevations, door openings, renderer, camera controls, and asset-loading path. Preserve existing architecture and interactions. Choose the navigation modes the experience actually needs:

ModeCamera ownerNavigation
Guided tourAuthored route samplerScroll, play/pause, or previous/next stops
Room destinationAuthored room pose or route stopRoom list, hotspot, or floor plan
InspectBounded orbit controllerDrag, pinch, zoom, and return
Free walk, when requestedFirst-person controller with collisionMovement and look controls

For a Seijaku-style experience, start with a guided route, room destinations, and optional model inspection. Add free walking only when requested or required; orbit controls alone do not provide a walkable interior. If the source is only a set of panoramic images, use linked panorama viewpoints rather than implying that it contains navigable geometric depth.

Author a route through real openings

Store route keys as progress/time, position, look target or orientation, and field of view. Store stops with stable IDs, labels, route coordinates, and associated asset groups. Keep the route coordinate independent of page height or animation clock so room links survive layout changes.

Place keys before, within, and after narrow openings. Use floor-relative eye height, account for raised floors and steps, and slow before turns or important views. Keep the horizon stable and avoid large simultaneous changes in position, gaze, and field of view. Favor physically plausible proportions over an excessively wide lens that stretches rooms.

Read the whole SKILL.md on GitHub

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