# Threejs Procedural Geometry

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

- Repository: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills (956 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-22
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry -g -a claude-code -y`
Codex: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry -g -a codex -y`
Cursor: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry -g -a cursor -y`
Gemini CLI: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills/blob/HEAD/skills/threejs-procedural-geometry/SKILL.md
