Skills

Threejs Procedural Geometry

Build well-crafted production procedural meshes in Three.js.

Install

npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry -g -a claude-code -y
Category
Engineering
Updated
13d ago
License
MIT
Context cost
Mediumabout 2,148 tokens
Runs scripts
Yes, review before use

What it does

Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact polygon cuts, inset, revolve, sweep, solidify, bevels and fillets, shell thickness, direct-topology apertures, semantic mesh writers, or diagnosing primitive-built forms, coplanar flicker, loose/non-manifold geometry, detached parts, interpenetration, support, clearance, and swept-envelope defects.

Procedural Geometry

Generate geometry from a semantic contract and explicit coordinate frame. Treat polygon operations as the design model and triangle emission as the final compilation step. Do not declare an object complete until its topology, assembly relationships, semantic measurements, and fixed views all pass.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Craft loop

  1. Define units, local/world frames, dimensions, bounds, primary profiles, topology intent, shell thickness, apertures, material slots, and triangle band.
  2. Declare every required contact, support, clearance, penetration, reveal, moving envelope, and interaction datum.
  3. Choose a modeling operation for each visible form: profile extrusion, inset, loft, revolve, sweep, direct-topology aperture, solidify, subdivision, bevel, or fillet.
  4. Keep quads and n-gons through design. Preserve one named mesh per semantic part; do not weld unrelated parts or merge material slots yet.
  5. Apply modifiers in a deliberate order, then clean inside each part, repair winding, assign a part-specific smooth angle, and emit triangles.
  6. Run the polygon topology gate, then audit the named world assembly for coplanar overlap, defects, and substantial solid clashes.
  7. Run builder-owned semantic checks, including support, openings, shell thickness samples, ergonomic clearances, and moving extrema.
  8. Merge by material slot, audit again, and inspect fixed silhouettes, hidden sides, joints, interaction views, wireframe, normals, and grazing light.

Modeling bar

Read the whole SKILL.md on GitHub

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