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 Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills.
$ npx skills add freshtechbro/claudedesignskills --skill threejs-webgl -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install freshtechbro/claudedesignskills threejs-webgl --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/threejs-webgl .claude/skills/threejs-webgl && 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 "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .claude/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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/threejs-webglType 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 threejs-webgl -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install freshtechbro/claudedesignskills threejs-webgl --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/threejs-webgl .agents/skills/threejs-webgl && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .agents/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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 threejs-webgl -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install freshtechbro/claudedesignskills threejs-webgl --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/threejs-webgl .cursor/skills/threejs-webgl && 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 "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .cursor/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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/threejs-webgl--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 threejs-webgl -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install freshtechbro/claudedesignskills threejs-webgl --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/threejs-webgl .gemini/skills/threejs-webgl && 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 "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .gemini/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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 threejs-webglInstalls 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 threejs-webgl -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/threejs-webgl .github/skills/threejs-webgl && 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 "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .github/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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 threejs-webgl -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 threejs-webgl --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/threejs-webgl .opencode/skills/threejs-webgl && 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 "threejs-webgl" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/threejs-webgl into .opencode/skills/threejs-webgl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-webgl", 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.
threejs-webglComprehensive skill for Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills.
Threejs Webgl is an agent skill from freshtechbro/claudedesignskills. Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including scripts, reference files and assets (for example `assets/starter_scene/README.md`, `assets/starter_scene/main.js` and `references/api_reference.md`).
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 1 file in scripts/ (JavaScript and Python), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From 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.
Threejs Webgl loads about 3.9k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 91 tokens; SKILL.md has 549 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). 549 words, ~3,916 tokens.
.claude/skills/threejs-webgl/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:
Scene
├── Camera
├── Lights
│ ├── AmbientLight
│ ├── DirectionalLight
│ └── PointLight
├── Meshes
│ ├── Mesh (Geometry + Material)
│ └── InstancedMesh
└── GroupsEvery Three.js application requires these core elements:
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const camera = new THREE.PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Animation Loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
roughness: 0.5,
metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;
const texturedMaterial = new THREE.MeshStandardMaterial({
map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);// Three-Point Lighting Setup
function setupThreePointLight(scene) {
// Key Light (Main)
const keyLight = new THREE.DirectionalLight(0xffffff, 3);
keyLight.position.set(5, 10, 7.5);
keyLight.castShadow = true;
scene.add(keyLight);
// Fill Light (Softens shadows)
const fillLight = new THREE.DirectionalLight(0xffffff, 1);
fillLight.position.set(-5, 5, -5);
scene.add(fillLight);
// Rim Light (Edge definition)
const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
rimLight.position.set(0, 5, -10);
scene.add(rimLight);
// Ambient (Base illumination)
const ambient = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambient);
}
// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);
// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
0xddeeff, // Sky color
0x0f0e0d, // Ground color
0.02
);
scene.add(hemiLight);// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
for (let i = 0; i < 1000; i++) {
matrix.setPosition(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
);
instancedMesh.setMatrixAt(i, matrix);
instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}
instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
// Setup loaders
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
// Load model
gltfLoader.load('model.glb', (gltf) => {
const model = gltf.scene;
// Enable shadows
model.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(model);
// Handle animations
if (gltf.animations.length > 0) {
const mixer = new THREE.AnimationMixer(model);
const action = mixer.clipAction(gltf.animations[0]);
action.play();
// In animation loop:
// mixer.update(deltaTime);
}
});// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // or VSMShadowMap
// Configure light shadows
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
directionalLight.shadow.camera.left = -10;
directionalLight.shadow.camera.right = 10;
directionalLight.shadow.camera.top = 10;
directionalLight.shadow.camera.bottom = -10;
directionalLight.shadow.radius = 4;
directionalLight.shadow.blurSamples = 8;
// Objects casting/receiving shadows
mesh.castShadow = true;
mesh.receiveShadow = true;const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
const object = intersects[0].object;
object.material.color.set(0xff0000);
}
}
window.addEventListener('click', onMouseClick);import gsap from 'gsap';
// Animate camera
gsap.to(camera.position, {
x: 5,
y: 3,
z: 10,
duration: 2,
ease: "power2.inOut",
onUpdate: () => {
camera.lookAt(scene.position);
}
});
// Animate mesh properties
gsap.to(mesh.rotation, {
y: Math.PI * 2,
duration: 3,
repeat: -1,
ease: "none"
});// Three.js integrates naturally with React Three Fiber
// Use the react-three-fiber skill for React integration patternsimport { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5, // strength
0.4, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// In animation loop:
composer.render();// Bad: Creates new geometry for each mesh
for (let i = 0; i < 100; i++) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
// Good: Reuse geometry
const sharedGeometry = new THREE.BoxGeometry(1, 1, 1);
for (let i = 0; i < 100; i++) {
const mesh = new THREE.Mesh(sharedGeometry, material);
scene.add(mesh);
}For hundreds/thousands of identical objects, use InstancedMesh (see pattern above).
// Compress textures
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;
// Use power-of-two dimensions (512, 1024, 2048)
// Consider texture atlases for multiple small texturesconst lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0); // 0-50 units
lod.addLevel(mediumDetailMesh, 50); // 50-100 units
lod.addLevel(lowDetailMesh, 100); // 100+ units
scene.add(lod);Three.js automatically culls objects outside the camera's view. Ensure objects have correct bounding spheres:
mesh.geometry.computeBoundingSphere();function disposeScene() {
scene.traverse((object) => {
if (object.geometry) object.geometry.dispose();
if (object.material) {
if (Array.isArray(object.material)) {
object.material.forEach(material => material.dispose());
} else {
object.material.dispose();
}
}
});
renderer.dispose();
}const clock = new THREE.Clock();
function animate() {
const deltaTime = clock.getDelta();
const elapsedTime = clock.getElapsedTime();
// Use deltaTime for frame-independent animations
mesh.rotation.y += deltaTime * Math.PI * 0.5; // 90° per second
renderer.render(scene, camera);
}// Group related objects
const building = new THREE.Group();
building.add(walls, roof, windows);
scene.add(building);
// Use meaningful names
mesh.name = 'player-character';
const found = scene.getObjectByName('player-character');Always update camera aspect ratio and projection matrix when window resizes.
// Bad: Memory leak
function animate() {
const geometry = new THREE.BoxGeometry(); // Created every frame!
// ...
}
// Good: Create once outside loop
const geometry = new THREE.BoxGeometry();
function animate() {
// Reuse geometry
}Remember to enable shadows on renderer, lights, and objects.
material.polygonOffset = true with material.polygonOffsetFactor// Always set color space for textures
texture.colorSpace = THREE.SRGBColorSpace;
// Set renderer output encoding
renderer.outputColorSpace = THREE.SRGBColorSpace;Always call .dispose() on geometries, materials, textures, and renderers when no longer needed.
This skill includes bundled resources to accelerate Three.js development:
api_reference.md: Quick API reference for core classes (Scene, Camera, Renderer, etc.)materials_guide.md: Comprehensive material types and propertiesoptimization_checklist.md: Performance optimization strategiessetup_scene.py: Generate boilerplate Three.js scene setup codetexture_optimizer.py: Batch optimize textures for web (resize, compress)gltf_validator.py: Validate glTF models before usestarter_scene/: Complete HTML/JS boilerplate projectshaders/: Custom GLSL shader examples (vertex, fragment)hdri/: Environment maps for PBR lightingdraco/: DRACO decoder for compressed modelsconst material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0.0 },
uColor: { value: new THREE.Color(0x00ff00) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(uColor * vUv.x, 1.0);
}
`
});const renderTarget = new THREE.WebGLRenderTarget(512, 512);
// Render scene to texture
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);
// Use texture
const material = new THREE.MeshBasicMaterial({
map: renderTarget.texture
});Use GPUComputationRenderer for particle simulations, cloth physics, etc.
Use this skill when:
For React integration, use the react-three-fiber skill. For animation, combine with the gsap-scrolltrigger skill. For UI animations, use the motion-framer skill.
© 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 7 other files (scripts, references, assets) in .claude/skills/threejs-webgl of freshtechbro/claudedesignskills.
Open the folder on GitHubat commit 1da73fe
Threejs Webgl 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 |
|---|---|---|---|---|---|---|
| Threejs Webgl this skillfreshtechbro/claudedesignskills | 986 | — | ~3.9k | 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
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Comprehensive skill for Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills. Threejs Webgl is an agent skill from freshtechbro/claudedesignskills.js 3D web development.
Threejs Webgl fits situations like: building interactive 3D scenes; webGL/WebGPU applications; product configurators; 3D visualizations.
Run `npx skills add freshtechbro/claudedesignskills --skill threejs-webgl -a claude-code`. Or copy the skill folder (.claude/skills/threejs-webgl in freshtechbro/claudedesignskills) into .claude/skills/threejs-webgl in your project. Claude Code loads it when a task matches its description.
Run `npx skills add freshtechbro/claudedesignskills --skill threejs-webgl -a codex`. Or copy the skill folder (.claude/skills/threejs-webgl in freshtechbro/claudedesignskills) into .agents/skills/threejs-webgl 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 threejs-webgl -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-webgl, .gemini/skills/threejs-webgl, .github/skills/threejs-webgl and .opencode/skills/threejs-webgl in your project.
Going by SKILL.md and its folder, Threejs Webgl needs JavaScript and Python for the scripts in its folder. Our summary lists: Python 3; Node.js.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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.
Threejs Webgl is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.9k tokens (SKILL.md is roughly 16k 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 8.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Threejs Webgl: 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.