Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Comprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills.
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/babylonjs-engine .claude/skills/babylonjs-engine && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .claude/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engineType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/babylonjs-engine .agents/skills/babylonjs-engine && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .agents/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/babylonjs-engine .cursor/skills/babylonjs-engine && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .cursor/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/freshtechbro/claudedesignskills.git --path .claude/skills/babylonjs-engine--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/babylonjs-engine .gemini/skills/babylonjs-engine && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .gemini/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engineInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/babylonjs-engine .github/skills/babylonjs-engine && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .github/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/babylonjs-engine .opencode/skills/babylonjs-engine && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "babylonjs-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/babylonjs-engine into .opencode/skills/babylonjs-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "babylonjs-engine", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
babylonjs-engineComprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills.
Babylonjs Engine is an agent skill from freshtechbro/claudedesignskills. Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
Its SKILL.md is about 7.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 16 other files, including scripts, reference files and assets (for example `assets/examples/README.md`, `assets/starter_babylon/README.md` and `assets/starter_babylon/package.json`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: A comprehensive collection of Claude Code skills for modern web development, specializing in 3D graphics, animation, and interactive web experiences. The licence is MIT.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1da73fe. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 2 files in scripts/ (JavaScript and Python), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
assets.babylonjs.comAlso links to:
doc.babylonjs.complayground.babylonjs.comforum.babylonjs.comnpmjs.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Babylonjs Engine loads about 7.8k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 117 tokens; SKILL.md has 319 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from freshtechbro/claudedesignskills at commit 1da73fe, republished under its MIT licence (© freshtechbro). 319 words, ~7,774 tokens.
.claude/skills/babylonjs-engine/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.Basic Setup
// Get canvas element
const canvas = document.getElementById('renderCanvas');
// Create engine
const engine = new BABYLON.Engine(canvas, true, {
preserveDrawingBuffer: true,
stencil: true
});
// Create scene
const scene = new BABYLON.Scene(engine);
// Render loop
engine.runRenderLoop(() => {
scene.render();
});
// Handle resize
window.addEventListener('resize', () => {
engine.resize();
});ES6/TypeScript Setup
import { Engine } from '@babylonjs/core/Engines/engine';
import { Scene } from '@babylonjs/core/scene';
import { FreeCamera } from '@babylonjs/core/Cameras/freeCamera';
import { Vector3 } from '@babylonjs/core/Maths/math.vector';
import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight';
import { CreateSphere } from '@babylonjs/core/Meshes/Builders/sphereBuilder';
const canvas = document.getElementById('renderCanvas') as HTMLCanvasElement;
const engine = new Engine(canvas);
const scene = new Scene(engine);
// Camera setup
const camera = new FreeCamera('camera1', new Vector3(0, 5, -10), scene);
camera.setTarget(Vector3.Zero());
camera.attachControl(canvas, true);
// Lighting
const light = new HemisphericLight('light1', new Vector3(0, 1, 0), scene);
light.intensity = 0.7;
// Create mesh
const sphere = CreateSphere('sphere1', { segments: 16, diameter: 2 }, scene);
sphere.position.y = 2;
// Render
engine.runRenderLoop(() => {
scene.render();
});Scene Configuration Options
const scene = new BABYLON.Scene(engine, {
// Optimize for large mesh counts
useGeometryUniqueIdsMap: true,
useMaterialMeshMap: true,
useClonedMeshMap: true
});Free Camera (FPS-style)
const camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);
// Movement settings
camera.speed = 0.5;
camera.angularSensibility = 2000;
camera.keysUp = [87]; // W
camera.keysDown = [83]; // S
camera.keysLeft = [65]; // A
camera.keysRight = [68]; // DArc Rotate Camera (Orbit)
const camera = new BABYLON.ArcRotateCamera(
'camera',
-Math.PI / 2, // alpha (horizontal rotation)
Math.PI / 2.5, // beta (vertical rotation)
15, // radius (distance)
new BABYLON.Vector3(0, 0, 0), // target
scene
);
camera.attachControl(canvas, true);
// Constraints
camera.lowerRadiusLimit = 5;
camera.upperRadiusLimit = 50;
camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = Math.PI / 2;Universal Camera (Advanced)
const camera = new BABYLON.UniversalCamera('camera', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);
// Collision detection
camera.checkCollisions = true;
camera.applyGravity = true;
camera.ellipsoid = new BABYLON.Vector3(1, 1, 1);Hemispheric Light (Ambient)
const light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
light.diffuse = new BABYLON.Color3(1, 1, 1);
light.specular = new BABYLON.Color3(1, 1, 1);
light.groundColor = new BABYLON.Color3(0, 0, 0);Directional Light (Sun-like)
const light = new BABYLON.DirectionalLight('dirLight', new BABYLON.Vector3(-1, -2, -1), scene);
light.position = new BABYLON.Vector3(20, 40, 20);
light.intensity = 0.5;
// Shadow setup
const shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.useExponentialShadowMap = true;Point Light (Omni-directional)
const light = new BABYLON.PointLight('pointLight', new BABYLON.Vector3(0, 10, 0), scene);
light.intensity = 0.7;
light.diffuse = new BABYLON.Color3(1, 0, 0);
light.specular = new BABYLON.Color3(0, 1, 0);
// Range and falloff
light.range = 100;
light.radius = 0.1;Spot Light (Focused)
const light = new BABYLON.SpotLight(
'spotLight',
new BABYLON.Vector3(0, 10, 0), // position
new BABYLON.Vector3(0, -1, 0), // direction
Math.PI / 3, // angle
2, // exponent
scene
);
light.intensity = 0.8;Light Optimization (Include Only Specific Meshes)
// Only affect specific meshes
light.includedOnlyMeshes = [mesh1, mesh2, mesh3];
// Or exclude specific meshes
light.excludedMeshes = [mesh4, mesh5];Built-in Shapes
// Box
const box = BABYLON.MeshBuilder.CreateBox('box', {
size: 2,
width: 2,
height: 2,
depth: 2
}, scene);
// Sphere
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {
diameter: 2,
segments: 32,
diameterX: 2,
diameterY: 2,
diameterZ: 2,
arc: 1,
slice: 1
}, scene);
// Cylinder
const cylinder = BABYLON.MeshBuilder.CreateCylinder('cylinder', {
height: 3,
diameter: 2,
tessellation: 24
}, scene);
// Plane
const plane = BABYLON.MeshBuilder.CreatePlane('plane', {
size: 5,
width: 5,
height: 5
}, scene);
// Ground
const ground = BABYLON.MeshBuilder.CreateGround('ground', {
width: 10,
height: 10,
subdivisions: 2
}, scene);
// Ground from heightmap
const ground = BABYLON.MeshBuilder.CreateGroundFromHeightMap('ground', 'heightmap.png', {
width: 100,
height: 100,
subdivisions: 100,
minHeight: 0,
maxHeight: 10
}, scene);
// Torus
const torus = BABYLON.MeshBuilder.CreateTorus('torus', {
diameter: 3,
thickness: 1,
tessellation: 16
}, scene);
// TorusKnot
const torusKnot = BABYLON.MeshBuilder.CreateTorusKnot('torusKnot', {
radius: 2,
tube: 0.6,
radialSegments: 64,
tubularSegments: 8,
p: 2,
q: 3
}, scene);Mesh Transformations
// Position
mesh.position = new BABYLON.Vector3(0, 5, 10);
mesh.position.x = 5;
mesh.position.y = 2;
// Rotation (radians)
mesh.rotation = new BABYLON.Vector3(0, Math.PI / 2, 0);
mesh.rotation.y = Math.PI / 4;
// Scaling
mesh.scaling = new BABYLON.Vector3(2, 2, 2);
mesh.scaling.x = 1.5;
// Look at
mesh.lookAt(new BABYLON.Vector3(0, 0, 0));
// Parent-child relationships
childMesh.parent = parentMesh;Mesh Properties
// Visibility
mesh.isVisible = true;
mesh.visibility = 0.5; // 0 = invisible, 1 = fully visible
// Picking
mesh.isPickable = true;
mesh.checkCollisions = true;
// Culling
mesh.cullingStrategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
// Receive shadows
mesh.receiveShadows = true;Standard Material
const material = new BABYLON.StandardMaterial('material', scene);
// Colors
material.diffuseColor = new BABYLON.Color3(1, 0, 1);
material.specularColor = new BABYLON.Color3(0.5, 0.6, 0.87);
material.emissiveColor = new BABYLON.Color3(0, 0, 0);
material.ambientColor = new BABYLON.Color3(0.23, 0.98, 0.53);
// Textures
material.diffuseTexture = new BABYLON.Texture('diffuse.png', scene);
material.specularTexture = new BABYLON.Texture('specular.png', scene);
material.emissiveTexture = new BABYLON.Texture('emissive.png', scene);
material.ambientTexture = new BABYLON.Texture('ambient.png', scene);
material.bumpTexture = new BABYLON.Texture('normal.png', scene);
material.opacityTexture = new BABYLON.Texture('opacity.png', scene);
// Properties
material.alpha = 0.8;
material.backFaceCulling = true;
material.wireframe = false;
material.specularPower = 64;
// Apply to mesh
mesh.material = material;PBR Material (Physically Based Rendering)
const pbr = new BABYLON.PBRMaterial('pbr', scene);
// Metallic workflow
pbr.albedoColor = new BABYLON.Color3(1, 1, 1);
pbr.albedoTexture = new BABYLON.Texture('albedo.png', scene);
pbr.metallic = 1.0;
pbr.roughness = 0.5;
pbr.metallicTexture = new BABYLON.Texture('metallic.png', scene);
// Or specular workflow
pbr.albedoTexture = new BABYLON.Texture('albedo.png', scene);
pbr.reflectivityTexture = new BABYLON.Texture('reflectivity.png', scene);
// Environment
pbr.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData('environment.dds', scene);
// Other maps
pbr.bumpTexture = new BABYLON.Texture('normal.png', scene);
pbr.ambientTexture = new BABYLON.Texture('ao.png', scene);
pbr.emissiveTexture = new BABYLON.Texture('emissive.png', scene);
mesh.material = pbr;Multi-Materials
const multiMat = new BABYLON.MultiMaterial('multiMat', scene);
multiMat.subMaterials.push(material1);
multiMat.subMaterials.push(material2);
multiMat.subMaterials.push(material3);
mesh.material = multiMat;
mesh.subMeshes = [];
mesh.subMeshes.push(new BABYLON.SubMesh(0, 0, verticesCount, 0, indicesCount1, mesh));
mesh.subMeshes.push(new BABYLON.SubMesh(1, 0, verticesCount, indicesCount1, indicesCount2, mesh));GLTF/GLB Import
// Append to scene
BABYLON.SceneLoader.Append('path/to/', 'model.gltf', scene, function(scene) {
console.log('Model loaded');
});
// Import mesh
BABYLON.SceneLoader.ImportMesh('', 'path/to/', 'model.gltf', scene, function(meshes) {
const mesh = meshes[0];
mesh.position.y = 5;
});
// Async version
const result = await BABYLON.SceneLoader.ImportMeshAsync(
null, // all meshes
'https://assets.babylonjs.com/meshes/',
'village.glb',
scene
);
console.log('Loaded meshes:', result.meshes);
// Load from binary
const result = await BABYLON.SceneLoader.AppendAsync(
'',
'data:' + arrayBuffer,
scene
);Asset Manager (Batch Loading)
const assetsManager = new BABYLON.AssetsManager(scene);
// Add mesh task
const meshTask = assetsManager.addMeshTask('model', '', 'path/to/', 'model.gltf');
meshTask.onSuccess = function(task) {
task.loadedMeshes[0].position = new BABYLON.Vector3(0, 0, 0);
};
// Add texture task
const textureTask = assetsManager.addTextureTask('texture', 'texture.png');
textureTask.onSuccess = function(task) {
material.diffuseTexture = task.texture;
};
// Load all
assetsManager.onFinish = function(tasks) {
console.log('All assets loaded');
engine.runRenderLoop(() => scene.render());
};
assetsManager.load();Havok Physics Setup
// Import Havok
import HavokPhysics from '@babylonjs/havok';
// Initialize
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
// Enable physics
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);
// Create physics aggregate for mesh
const sphereAggregate = new BABYLON.PhysicsAggregate(
sphere,
BABYLON.PhysicsShapeType.SPHERE,
{ mass: 1, restitution: 0.75 },
scene
);
// Ground (static)
const groundAggregate = new BABYLON.PhysicsAggregate(
ground,
BABYLON.PhysicsShapeType.BOX,
{ mass: 0 }, // mass 0 = static
scene
);Physics Shapes
// Available shapes
BABYLON.PhysicsShapeType.SPHERE
BABYLON.PhysicsShapeType.BOX
BABYLON.PhysicsShapeType.CAPSULE
BABYLON.PhysicsShapeType.CYLINDER
BABYLON.PhysicsShapeType.CONVEX_HULL
BABYLON.PhysicsShapeType.MESH
BABYLON.PhysicsShapeType.HEIGHTFIELDPhysics Body Control
// Get body
const body = aggregate.body;
// Apply force
body.applyForce(
new BABYLON.Vector3(0, 10, 0), // force
new BABYLON.Vector3(0, 0, 0) // point of application
);
// Apply impulse
body.applyImpulse(
new BABYLON.Vector3(0, 5, 0),
new BABYLON.Vector3(0, 0, 0)
);
// Set velocity
body.setLinearVelocity(new BABYLON.Vector3(0, 5, 0));
body.setAngularVelocity(new BABYLON.Vector3(0, 1, 0));
// Properties
body.setMassProperties({ mass: 2 });
body.setCollisionCallbackEnabled(true);Direct Animation
// Animate property
BABYLON.Animation.CreateAndStartAnimation(
'anim',
mesh,
'position.y',
30, // FPS
120, // total frames
mesh.position.y, // from
10, // to
BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
);Animation Class
const animation = new BABYLON.Animation(
'myAnimation',
'position.x',
30,
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
);
// Keyframes
const keys = [
{ frame: 0, value: 0 },
{ frame: 30, value: 10 },
{ frame: 60, value: 0 }
];
animation.setKeys(keys);
// Attach to mesh
mesh.animations.push(animation);
// Start
scene.beginAnimation(mesh, 0, 60, true);Animation Groups
const animationGroup = new BABYLON.AnimationGroup('group', scene);
animationGroup.addTargetedAnimation(animation1, mesh1);
animationGroup.addTargetedAnimation(animation2, mesh2);
// Control
animationGroup.play();
animationGroup.pause();
animationGroup.stop();
animationGroup.speedRatio = 2.0;
// Events
animationGroup.onAnimationEndObservable.add(() => {
console.log('Animation complete');
});Skeleton Animations (from imported models)
// Get skeleton from imported model
const skeleton = result.skeletons[0];
// Get animation ranges
const ranges = skeleton.getAnimationRanges();
// Play animation range
scene.beginAnimation(skeleton, 0, 100, true);
// Or use animation groups
result.animationGroups[0].play();
result.animationGroups[0].setWeightForAllAnimatables(0.5);const createScene = function() {
const scene = new BABYLON.Scene(engine);
// Quick setup
scene.createDefaultCameraOrLight(true, true, true);
const env = scene.createDefaultEnvironment({
createGround: true,
createSkybox: true,
skyboxSize: 150,
groundSize: 50
});
// Your meshes
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);
sphere.position.y = 1;
return scene;
};const createScene = async function() {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);
// Load model
const result = await BABYLON.SceneLoader.ImportMeshAsync(
null,
'https://assets.babylonjs.com/meshes/',
'village.glb',
scene
);
// Setup physics
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);
return scene;
};
createScene().then(scene => {
engine.runRenderLoop(() => scene.render());
});scene.onPointerDown = function(evt, pickResult) {
if (pickResult.hit) {
console.log('Picked mesh:', pickResult.pickedMesh.name);
console.log('Pick point:', pickResult.pickedPoint);
// Highlight picked mesh
pickResult.pickedMesh.material.emissiveColor = new BABYLON.Color3(1, 0, 0);
}
};
// Or use action manager
mesh.actionManager = new BABYLON.ActionManager(scene);
mesh.actionManager.registerAction(
new BABYLON.ExecuteCodeAction(
BABYLON.ActionManager.OnPickTrigger,
function() {
console.log('Mesh clicked');
}
)
);// Default pipeline
const pipeline = new BABYLON.DefaultRenderingPipeline('pipeline', true, scene, [camera]);
pipeline.samples = 4;
pipeline.fxaaEnabled = true;
pipeline.bloomEnabled = true;
pipeline.bloomThreshold = 0.8;
pipeline.bloomWeight = 0.5;
pipeline.bloomKernel = 64;
// Depth of field
pipeline.depthOfFieldEnabled = true;
pipeline.depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
pipeline.depthOfField.focusDistance = 2000;
pipeline.depthOfField.focalLength = 50;
// Glow layer
const glowLayer = new BABYLON.GlowLayer('glow', scene);
glowLayer.intensity = 0.5;
// Highlight layer
const highlightLayer = new BABYLON.HighlightLayer('highlight', scene);
highlightLayer.addMesh(mesh, BABYLON.Color3.Green());import { AdvancedDynamicTexture, Button, TextBlock, Rectangle } from '@babylonjs/gui';
// Fullscreen UI
const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI('UI');
// Button
const button = BABYLON.GUI.Button.CreateSimpleButton('button', 'Click Me');
button.width = '150px';
button.height = '40px';
button.color = 'white';
button.background = 'green';
button.onPointerUpObservable.add(() => {
console.log('Button clicked');
});
advancedTexture.addControl(button);
// Text
const text = new BABYLON.GUI.TextBlock();
text.text = 'Hello World';
text.color = 'white';
text.fontSize = 24;
advancedTexture.addControl(text);
// 3D mesh UI
const plane = BABYLON.MeshBuilder.CreatePlane('plane', {size: 2}, scene);
const advancedTexture3D = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(plane);
const button3D = BABYLON.GUI.Button.CreateSimpleButton('button3D', 'Click Me');
advancedTexture3D.addControl(button3D);const light = new BABYLON.DirectionalLight('light', new BABYLON.Vector3(-1, -2, -1), scene);
light.position = new BABYLON.Vector3(20, 40, 20);
// Create shadow generator
const shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.useExponentialShadowMap = true;
shadowGenerator.usePoissonSampling = true;
// Add shadow casters
shadowGenerator.addShadowCaster(sphere);
shadowGenerator.addShadowCaster(box);
// Enable shadow receiving
ground.receiveShadows = true;const particleSystem = new BABYLON.ParticleSystem('particles', 2000, scene);
particleSystem.particleTexture = new BABYLON.Texture('particle.png', scene);
// Emitter
particleSystem.emitter = new BABYLON.Vector3(0, 5, 0);
particleSystem.minEmitBox = new BABYLON.Vector3(-1, 0, 0);
particleSystem.maxEmitBox = new BABYLON.Vector3(1, 0, 0);
// Colors
particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0);
particleSystem.color2 = new BABYLON.Color4(0.2, 0.5, 1.0, 1.0);
particleSystem.colorDead = new BABYLON.Color4(0, 0, 0.2, 0.0);
// Size
particleSystem.minSize = 0.1;
particleSystem.maxSize = 0.5;
// Life time
particleSystem.minLifeTime = 0.3;
particleSystem.maxLifeTime = 1.5;
// Emission rate
particleSystem.emitRate = 1500;
// Direction
particleSystem.direction1 = new BABYLON.Vector3(-1, 8, 1);
particleSystem.direction2 = new BABYLON.Vector3(1, 8, -1);
// Gravity
particleSystem.gravity = new BABYLON.Vector3(0, -9.81, 0);
// Start
particleSystem.start();import { useEffect, useRef } from 'react';
import * as BABYLON from '@babylonjs/core';
function BabylonScene() {
const canvasRef = useRef(null);
const engineRef = useRef(null);
const sceneRef = useRef(null);
useEffect(() => {
if (!canvasRef.current) return;
// Initialize
const engine = new BABYLON.Engine(canvasRef.current, true);
engineRef.current = engine;
const scene = new BABYLON.Scene(engine);
sceneRef.current = scene;
// Setup scene
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvasRef.current, true);
const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);
// Render loop
engine.runRenderLoop(() => {
scene.render();
});
// Resize handler
const handleResize = () => engine.resize();
window.addEventListener('resize', handleResize);
// Cleanup
return () => {
window.removeEventListener('resize', handleResize);
scene.dispose();
engine.dispose();
};
}, []);
return (
<canvas
ref={canvasRef}
style={{ width: '100%', height: '100vh' }}
/>
);
}const createScene = async function() {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.FreeCamera('camera', new BABYLON.Vector3(0, 5, -10), scene);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);
sphere.position.y = 1;
const env = scene.createDefaultEnvironment();
// Enable WebXR
const xrHelper = await scene.createDefaultXRExperienceAsync({
floorMeshes: [env.ground],
disableTeleportation: false
});
// XR controller input
xrHelper.input.onControllerAddedObservable.add((controller) => {
controller.onMotionControllerInitObservable.add((motionController) => {
const trigger = motionController.getMainComponent();
trigger.onButtonStateChangedObservable.add(() => {
if (trigger.pressed) {
console.log('Trigger pressed');
}
});
});
});
return scene;
};// Create from snippet
const nodeMaterial = await BABYLON.NodeMaterial.ParseFromSnippetAsync('#SNIPPET_ID', scene);
// Apply to mesh
nodeMaterial.build();
mesh.material = nodeMaterial;
// Or create programmatically
const nodeMaterial = new BABYLON.NodeMaterial('node', scene);
const positionInput = new BABYLON.InputBlock('position');
positionInput.setAsAttribute('position');
const worldPos = new BABYLON.TransformBlock('worldPos');
nodeMaterial.addOutputNode(worldPos);// Merge meshes with same material
const merged = BABYLON.Mesh.MergeMeshes(
[mesh1, mesh2, mesh3],
true, // disposeSource
true, // allow32BitsIndices
undefined,
false, // multiMultiMaterials
true // preserveSerializationHelper
);
// Instances (for repeated meshes)
const instance1 = mesh.createInstance('instance1');
const instance2 = mesh.createInstance('instance2');
instance1.position.x = 5;
instance2.position.x = -5;
// Thin instances (even more efficient)
const buffer = new Float32Array(16 * count); // 16 floats per matrix
mesh.thinInstanceSetBuffer('matrix', buffer, 16);
// Freeze meshes (static meshes)
mesh.freezeWorldMatrix();
// Freeze materials
material.freeze();
// Simplify meshes (LOD)
const simplified = mesh.simplify(
[
{ quality: 0.8, distance: 10 },
{ quality: 0.4, distance: 50 },
{ quality: 0.2, distance: 100 }
],
true, // parallelProcessing
BABYLON.SimplificationType.QUADRATIC
);// Scene optimizer
const options = new BABYLON.SceneOptimizerOptions();
options.addOptimization(new BABYLON.HardwareScalingOptimization(0, 1));
options.addOptimization(new BABYLON.ShadowsOptimization(1));
options.addOptimization(new BABYLON.PostProcessesOptimization(2));
options.addOptimization(new BABYLON.LensFlaresOptimization(3));
options.addOptimization(new BABYLON.ParticlesOptimization(4));
options.addOptimization(new BABYLON.TextureOptimization(5, 512));
options.addOptimization(new BABYLON.RenderTargetsOptimization(6));
options.addOptimization(new BABYLON.MergeMeshesOptimization(7));
const optimizer = new BABYLON.SceneOptimizer(scene, options);
optimizer.start();
// Octree (spatial partitioning)
const octree = scene.createOrUpdateSelectionOctree();
// Frustum culling
scene.blockMaterialDirtyMechanism = true;
// Skip pointer move picking
scene.skipPointerMovePicking = true;
// Freeze active meshes
scene.freezeActiveMeshes();// Hardware scaling
engine.setHardwareScalingLevel(0.5); // Render at half resolution
// Adaptive quality
scene.onBeforeRenderObservable.add(() => {
const fps = engine.getFps();
if (fps < 30) {
// Reduce quality
engine.setHardwareScalingLevel(2);
} else if (fps > 55) {
// Increase quality
engine.setHardwareScalingLevel(1);
}
});
// Incremental loading
scene.useDelayedTextureLoading = true;
// Culling strategy
mesh.cullingStrategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;// Compressed textures
const texture = new BABYLON.Texture('texture.dds', scene);
// Mipmaps
texture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
// Anisotropic filtering
texture.anisotropicFilteringLevel = 4;
// KTX2 compression
const texture = new BABYLON.Texture('texture.ktx2', scene);Problem: Not disposing resources
// ❌ Bad - memory leak
function createAndRemoveMesh() {
const mesh = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
scene.removeMesh(mesh);
}Solution: Properly dispose
// ✅ Good
function createAndRemoveMesh() {
const mesh = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
mesh.dispose();
}
// Dispose entire scene
scene.dispose();
// Dispose engine
engine.dispose();Problem: Each mesh = one draw call
// ❌ Bad - 1000 draw calls
for (let i = 0; i < 1000; i++) {
const box = BABYLON.MeshBuilder.CreateBox('box' + i, {}, scene);
box.position.x = i;
}Solution: Use instances or merge
// ✅ Good - 1 draw call
const box = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
for (let i = 0; i < 1000; i++) {
const instance = box.createInstance('instance' + i);
instance.position.x = i;
}Problem: Heavy computations blocking render
// ❌ Bad - blocks rendering
function createManyMeshes() {
for (let i = 0; i < 10000; i++) {
const mesh = BABYLON.MeshBuilder.CreateSphere('sphere' + i, {}, scene);
}
}Solution: Use async/incremental loading
// ✅ Good - incremental
async function createManyMeshes() {
for (let i = 0; i < 10000; i++) {
const mesh = BABYLON.MeshBuilder.CreateSphere('sphere' + i, {}, scene);
if (i % 100 === 0) {
await new Promise(resolve => setTimeout(resolve, 0));
}
}
}Problem: Camera not responding
// ❌ Bad - forgot attachControl
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);Solution: Always attach controls
// ✅ Good
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);Problem: Using scene before it's ready
// ❌ Bad
BABYLON.SceneLoader.ImportMesh('', 'path/', 'model.gltf', scene);
const mesh = scene.getMeshByName('meshName'); // null!Solution: Use callbacks or async/await
// ✅ Good
const result = await BABYLON.SceneLoader.ImportMeshAsync('', 'path/', 'model.gltf', scene);
const mesh = scene.getMeshByName('meshName');
// Or with callback
BABYLON.SceneLoader.ImportMesh('', 'path/', 'model.gltf', scene, function(meshes) {
const mesh = meshes[0];
});Problem: Forgot to enable physics or create aggregates
// ❌ Bad
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {}, scene);
sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 1}, scene);
// Error: Physics not enabled!Solution: Enable physics first, use aggregates
// ✅ Good
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {}, scene);
const aggregate = new BABYLON.PhysicsAggregate(
sphere,
BABYLON.PhysicsShapeType.SPHERE,
{mass: 1},
scene
);BABYLON.Effect.ShadersStore['customVertexShader'] = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
uniform mat4 worldViewProjection;
varying vec2 vUV;
void main(void) {
gl_Position = worldViewProjection * vec4(position, 1.0);
vUV = uv;
}
`;
BABYLON.Effect.ShadersStore['customFragmentShader'] = `
precision highp float;
varying vec2 vUV;
uniform sampler2D textureSampler;
void main(void) {
gl_FragColor = texture2D(textureSampler, vUV);
}
`;
const shaderMaterial = new BABYLON.ShaderMaterial('shader', scene, {
vertex: 'custom',
fragment: 'custom'
}, {
attributes: ['position', 'uv'],
uniforms: ['worldViewProjection']
});const computeShader = new BABYLON.ComputeShader('compute', engine, {
computeSource: `
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(std430, binding = 0) buffer OutputBuffer { vec4 data[]; } outputBuffer;
void main() {
uint index = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * 8u;
outputBuffer.data[index] = vec4(1.0, 0.0, 0.0, 1.0);
}
`
});const noiseTexture = new BABYLON.NoiseProceduralTexture('noise', 256, scene);
noiseTexture.octaves = 4;
noiseTexture.persistence = 0.8;
noiseTexture.animationSpeedFactor = 5;
material.emissiveTexture = noiseTexture;// Show inspector
scene.debugLayer.show();
// Show bounding boxes
scene.forceShowBoundingBoxes = true;
// Show wireframes
material.wireframe = true;
// Log FPS
setInterval(() => {
console.log('FPS:', engine.getFps());
}, 1000);
// Instrumentation
const instrumentation = new BABYLON.SceneInstrumentation(scene);
instrumentation.captureFrameTime = true;
console.log('Frame time:', instrumentation.frameTimeCounter.average);This skill is based on Babylon.js 7.x. For latest features, consult the official documentation.
© freshtechbro, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 10 other files (scripts, references, assets) in .claude/skills/babylonjs-engine of freshtechbro/claudedesignskills.
Open the folder on GitHubat commit 1da73fe
Babylonjs Engine next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Babylonjs Engine this skillfreshtechbro/claudedesignskills | 986 | — | ~7.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Threejs World Generationcalesthio/OpenMontage | 65k | — | ~2k | Automated safety check: Pass | AGPL-3.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
freshtechbro/claudedesignskills
Guides use of Anime.js for timeline sequences, stagger effects, SVG morphing and keyframe animation on DOM elements, CSS, SVG and JavaScript objects.
freshtechbro/claudedesignskills
Adds animated page transitions to multi-page sites with Barba.js, covering the wrapper and container markup, lifecycle hooks, views and GSAP integration.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
freshtechbro/claudedesignskills
Covers GSAP tweens and timelines and the ScrollTrigger plugin for scroll-driven animation, including pinning, scrubbing, parallax and horizontal scroll sections.
freshtechbro/claudedesignskills
A guide to the Locomotive Scroll library for smooth scrolling, parallax, viewport detection, sticky elements and GSAP ScrollTrigger integration.
freshtechbro/claudedesignskills
Implements After Effects Lottie animations in web and React apps: picking JSON or dotLottie format, a rendering library, and a data source, with an optimizer script.
Works with
Categories
Comprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills. Babylonjs Engine is an agent skill from freshtechbro/claudedesignskills.js 3D web rendering engine.
Babylonjs Engine fits situations like: building real-time 3D experiences; browser-based games; interactive visualizations; immersive web applications.
Run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a claude-code`. Or copy the skill folder (.claude/skills/babylonjs-engine in freshtechbro/claudedesignskills) into .claude/skills/babylonjs-engine in your project. Claude Code loads it when a task matches its description.
Run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a codex`. Or copy the skill folder (.claude/skills/babylonjs-engine in freshtechbro/claudedesignskills) into .agents/skills/babylonjs-engine in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/babylonjs-engine, .gemini/skills/babylonjs-engine, .github/skills/babylonjs-engine and .opencode/skills/babylonjs-engine in your project.
Going by SKILL.md and its folder, Babylonjs Engine needs JavaScript and Python for the scripts in its folder. Our summary lists: Python 3; Node.js.
SKILL.md names 5 domains. In commands or code: assets.babylonjs.com; the agent is likely to contact it when it follows the instructions. As links in the text: doc.babylonjs.com, playground.babylonjs.com, forum.babylonjs.com and npmjs.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Babylonjs Engine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 7.8k tokens (SKILL.md is roughly 31k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 10k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Babylonjs Engine: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
freshtechbro (a GitHub user) maintains it in freshtechbro/claudedesignskills, which has 986 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on November 20, 2025.
Source: freshtechbro/claudedesignskills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.