Agent skill

Threejs Architecture Effects

by lhlGitHub in lhlGitHub/threejs-architecture-effects

Build or refine real Three.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR…

MITAuto-check passedGame Development

Install Threejs Architecture Effects

skills CLI
$ npx skills add lhlGitHub/threejs-architecture-effects --skill threejs-architecture-effects -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install lhlGitHub/threejs-architecture-effects threejs-architecture-effects --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
threejs-architecture-effects
GitHub stars
478
Token cost
~1.2k tokens
SKILL.md length
536 words
Files
30 (incl. scripts, references, assets)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Build or refine real Three.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR…

  • Works in 7 steps: Translate the reference into an assembly… → Build the stable final silhouette first.… → Give each solid component a start,… → …
  • 3D建筑生长、古建搭建特效、楼台逐层建造、建筑动态组装
  • SKILL.md covers References, Choose the starting point, Method and Scope, plus 2 more sections
  • Calls node

What it does

Threejs Architecture Effects is an agent skill from lhlGitHub/threejs-architecture-effects. Build or refine real Three.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR materials and interactive detail cameras. Use for 3D建筑生长、古建搭建特效、楼台逐层建造、建筑动态组装 or similar architectural miniatures; not for flat image reveals or generic website styling.

Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 33 other files, including scripts, reference files and assets (for example `README.md`, `agents/openai.yaml` and `assets/starter/README.md`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: An Agent Skill for building interactive, self-assembling 3D architecture with Three.js. 一个用 Three.js 生成可交互、可动态建造 3D 建筑的 Agent Skill。 The licence is MIT.

When your agent uses it

  • 3D建筑生长、古建搭建特效、楼台逐层建造、建筑动态组装
  • Similar architectural miniatures
  • Not for flat image reveals
  • Generic website styling

Example prompts

  • “/threejs-architecture-effects”

Requirements

  • Node.js

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Translate the reference into an assembly plan: foundations → load-bearing frame → masonry courses → floor/deck → upper frame/walls →…
  2. Build the stable final silhouette first. Derive adjoining parts from common dimensions and height functions. Check front, three-quarter…
  3. Give each solid component a start, duration, and travel distance. Drive the whole scene from one normalized progress value shared by color…
  4. Prioritize roof thickness, rafters/purlins, bracket supports, and meaningful joints before increasing ornament count. Then separate brick…
  5. Use restrained deterministic variation. Preserve repeating architectural rhythm while varying UV sampling, tile tint, and small…
  6. Light as a clean architectural miniature: controlled key/fill/rim, grounded contact, legible eave undersides. Do not hide crude geometry…
  7. Measure the actual scene while assembling, dragging, and viewing close-ups. Preserve or improve the starter's shadow caching and demand…

What it can do on your machine

Read from SKILL.md and the folder at commit 693ca2e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Threejs Architecture Effects loads about 1.2k tokens when it runs, and up to ~3.6k if it reads all its reference files. Until then it costs about 99 tokens; SKILL.md has 536 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~99
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.6k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from lhlGitHub/threejs-architecture-effects at commit 693ca2e, republished under its MIT licence (© lhlGitHub). 536 words, ~1,172 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-architecture-effects/SKILL.md (or your agent's skills folder). This skill also uses 29 other files; get the full folder from GitHub.
name
threejs-architecture-effects
description
Build or refine real Three.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR materials and interactive detail cameras. Use for 3D建筑生长、古建搭建特效、楼台逐层建造、建筑动态组装 or similar architectural miniatures; not for flat image reveals or generic website styling.
license
MIT
metadata.author
Hailey
metadata.version
1.0.0
metadata.requires
Node.js 22.13+, npm, WebGL2 browser. No API keys.

Three.js Architecture Effects

Create an actual, orbitable 3D building assembled from solid components. The included clock-tower miniature is a working reference, not a mandatory design or a historical reconstruction.

Resolve <this-skill-dir> from the loaded SKILL.md. Do not mix files from a different install of this skill.

References

FileRead it when
references/template-guide.mdscaffolding a new project or mapping starter files
references/construction-principles.mdgeometry, assembly timing, materials, or lighting
references/verification.mdstutter, quality checks, metrics, or handoff

Choose the starting point

  • Existing project: inspect its scene owner, geometry factories, timing, materials, controls, and renderer diagnostics before editing. Preserve its recognizable design, cameras, and interactions unless the user asks to change them. Do not scaffold over it.
  • New project: read the template guide, then run node <this-skill-dir>/scripts/scaffold.mjs <new-project-directory>. The script refuses an existing destination. It copies a self-contained Vite/React/Three.js starter; it does not install packages or start services.
  • Reference video or images: inspect the supplied media as reference only. Identify structural stages and proportions. Do not return the reference video as your work, paste screenshots onto planes, or promise an unsupported similarity percentage.

Method

  1. Translate the reference into an assembly plan: foundations → load-bearing frame → masonry courses → floor/deck → upper frame/walls → brackets/eaves/tiles → ornament. Distinguish a structural floor from a late-installed decorative roof so higher levels never float.
  2. Build the stable final silhouette first. Derive adjoining parts from common dimensions and height functions. Check front, three-quarter, and underside views before refining surface detail.
  3. Give each solid component a start, duration, and travel distance. Drive the whole scene from one normalized progress value shared by color and depth shaders. Seeking backward, pausing, and replaying must remain deterministic.
  4. Prioritize roof thickness, rafters/purlins, bracket supports, and meaningful joints before increasing ornament count. Then separate brick, plaster, wood, ceramic, stone, and metal through independently authored color, roughness, and micro-height.
  5. Use restrained deterministic variation. Preserve repeating architectural rhythm while varying UV sampling, tile tint, and small dimensions; do not randomize joints out of alignment.
  6. Light as a clean architectural miniature: controlled key/fill/rim, grounded contact, legible eave undersides. Do not hide crude geometry with fog, bloom, or excessive brightness.
  7. Measure the actual scene while assembling, dragging, and viewing close-ups. Preserve or improve the starter's shadow caching and demand rendering. Inspect after any shader or geometry change; a passing build is not a visual test.
Show full SKILL.md (148 more words)Show less

Scope

No external model service, image generation, subscription, proprietary asset, or other skill is required. Procedural geometry is the default; use external assets only when requested or agreed, with their origin and license recorded. The template is silent intentionally; add music only from an authorized source.

Keep this skill as instructions plus a portable starter. Do not copy the creator's private sessions, local paths, environment files, or acquisition packages into generated output.

What goes wrong

A screenshot mapped onto a plane · scaling a whole storey instead of laying courses · alpha-fading walls into existence · color and shadow shaders that disagree · upper floors with no supporting deck · fog or bloom used to hide crude joints · claiming museum quality, historical accuracy, a market price, or universal 60 FPS from one screenshot.

Report

Deliver runnable source, startup and build commands, a short account of changed surfaces, observed test results, and remaining limitations.

© lhlGitHub, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 29 other files (scripts, references, assets) in the repository root of lhlGitHub/threejs-architecture-effects.

  • SKILL.md
  • .gitignore
  • LICENSE
  • README.md
  • agents/openai.yaml
  • assets/preview.gif
  • assets/preview.mp4
  • assets/preview.png
  • assets/starter/.gitignore
  • assets/starter/LICENSE
  • assets/starter/README.md
  • assets/starter/index.html
  • assets/starter/package-lock.json
  • assets/starter/package.json
  • assets/starter/src/App.tsx
  • assets/starter/src/PagodaThreeScene.tsx
  • assets/starter/src/heritage
  • … and 13 more

Open the folder on GitHubat commit 693ca2e

Compare with similar skills

Threejs Architecture Effects 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.

Threejs Architecture Effects compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Architecture Effects this skilllhlGitHub/threejs-architecture-effects478—~1.2kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Threejs Architecture Effects

What does Threejs Architecture Effects do?

Build or refine real Three.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR…. Threejs Architecture Effects is an agent skill from lhlGitHub/threejs-architecture-effects.js architectural construction animations, especially Chinese pavilions, pagodas and clock towers with brick-by-brick growth, timber framing, layered eaves, procedural PBR materials and interactive detail cameras.

When should I use Threejs Architecture Effects?

Threejs Architecture Effects fits situations like: 3D建筑生长、古建搭建特效、楼台逐层建造、建筑动态组装; similar architectural miniatures; not for flat image reveals; generic website styling.

How do I install Threejs Architecture Effects in Claude Code?

Run `npx skills add lhlGitHub/threejs-architecture-effects --skill threejs-architecture-effects -a claude-code`. Or copy the skill folder (the lhlGitHub/threejs-architecture-effects repository) into .claude/skills/threejs-architecture-effects in your project. Claude Code loads it when a task matches its description.

How do I install Threejs Architecture Effects in Codex?

Run `npx skills add lhlGitHub/threejs-architecture-effects --skill threejs-architecture-effects -a codex`. Or copy the skill folder (the lhlGitHub/threejs-architecture-effects repository) into .agents/skills/threejs-architecture-effects in your project. Codex loads it when a task matches its description.

Can I use Threejs Architecture Effects in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add lhlGitHub/threejs-architecture-effects --skill threejs-architecture-effects -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-architecture-effects, .gemini/skills/threejs-architecture-effects, .github/skills/threejs-architecture-effects and .opencode/skills/threejs-architecture-effects in your project.

What does Threejs Architecture Effects need to run?

Going by SKILL.md and its folder, Threejs Architecture Effects needs the command-line tools its instructions call (node). Our summary lists: Node.js.

Does Threejs Architecture Effects access the network?

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.

Is Threejs Architecture Effects safe to install?

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.

What licence does Threejs Architecture Effects use?

Threejs Architecture Effects is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Threejs Architecture Effects use?

About 1.2k tokens (SKILL.md is roughly 4.7k 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 2.4k tokens, read only when the agent opens those files.

What are the alternatives to Threejs Architecture Effects?

Skills that share tags, products or a category with Threejs Architecture Effects: 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.

Who maintains Threejs Architecture Effects?

lhlGitHub (a GitHub user) maintains it in lhlGitHub/threejs-architecture-effects, which has 478 GitHub stars. The repository was last updated on September 22, 2026.

Source: lhlGitHub/threejs-architecture-effects on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.