Agent skill

3D Four Seasons

by MengTo in MengTo/Skills

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world.

MITAuto-check passedGame Development

Install 3D Four Seasons

skills CLI
$ npx skills add MengTo/Skills --skill 3d-four-seasons -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-four-seasons --agent claude-code

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

Manual copy
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/3d/3d-four-seasons .claude/skills/3d-four-seasons && rm -rf skills-src

Use ~/.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/

Facts

Skill name
3d-four-seasons
GitHub stars
6.7k
Token cost
~1.3k tokens
SKILL.md length
558 words
Files
3
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world.

  • Seasonal controls
  • SKILL.md covers Author the seasonal identity, Share one state, Change foliage and snow… and Keep the transition responsive, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Architectural walkthroughs

What it does

3D Four Seasons is an agent skill from MengTo/Skills. Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `REFERENCES.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • Seasonal controls
  • Architectural walkthroughs
  • Outdoor scenes with four-season transitions

Example prompts

  • “/3d-four-seasons”

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. 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

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    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

3D Four Seasons loads about 1.3k tokens when it runs. Until then it costs about 73 tokens; SKILL.md has 558 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 558 words, ~1,256 tokens.

Download SKILL.mdSave it as .claude/skills/3d-four-seasons/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
3d-four-seasons
description
Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

3D Four Seasons

Keep one recognizable place across all four seasons. Each season should change several mutually consistent visual cues while preserving camera state and interactions.

Author the seasonal identity

Inventory deciduous trees, evergreens, exposed surfaces, sheltered surfaces, lights, sky, and existing weather. Use species and climate appropriate to the project; the table is a temperate-scene starting point.

SeasonFoliage and groundLight and atmosphereMotion
SpringFresh foliage; blossom on appropriate speciesSoft warm daylight; gentle hazeSparse petals or young leaves
SummerDense deep greens; full ground coverStronger daylight; readable shaded greensRestrained leaf drift and breeze
FallSpecies-specific amber, red, and brown; litterLower warm sun; golden hazeMore falling leaves
WinterBare deciduous branches; retained evergreens; exposed snowCool sky fill; pale sun; warm interiorsOptional sparse snow; little leaf drift

Choose particle effects only when they serve the scene. A seasonal selector does not require a storm or a full weather simulator.

Share one state

Use a four-component blend in the order [spring, summer, fall, winter]. Accept autumn as an alias for fall, then normalize to one internal key. The weights start nonnegative and sum to one.

js
const presets = {
  spring: [1, 0, 0, 0], summer: [0, 1, 0, 0],
  fall: [0, 0, 1, 0], winter: [0, 0, 0, 1],
};
const weights = [0, 1, 0, 0];
let target = presets.summer;
function setSeason(name) {
  const key = name === 'autumn' ? 'fall' : name;
  if (!Object.hasOwn(presets, key)) return false;
  target = presets[key];
  return true;
}
function stepSeason(dt, reducedMotion = false) {
  const a = reducedMotion ? 1 : 1 - Math.exp(-1.4 * Math.min(Math.max(dt, 0), 0.05));
  for (let i = 0; i < 4; i++) weights[i] += (target[i] - weights[i]) * a;
}

Feed the same state into material uniforms, sky, sun/fill lighting, particle density, and optional ambient audio. A new selection should redirect the current blend, not queue another animation or reset to summer. Resolve each result from authored base values and weights; repeatedly tinting last frame's color causes drift.

Change foliage and snow convincingly

Use species-specific color palettes and stable per-instance IDs. Gradually thin deciduous foliage for winter using a deterministic threshold or dither. Preserve evergreen coverage. Apply matching visibility and wind rules to shadow/depth materials so absent leaves do not cast summer shadows.

For inexpensive settled snow, combine winter weight with upward-facing world-space geometric normals and an exposure mask:

text
snow = winterWeight * smoothstep(0.3, 0.85, worldNormal.y) * exposure

Blend toward a pale, rough snow material. Upward normal alone also whitens sheltered tables and indoor floors; tag exposed objects or supply shelter masks. A material overlay does not add thickness or change silhouette. Add selective snow-cap geometry only for close-up edges where depth matters. Keep falling snow intensity separate from settled coverage if the scene models accumulation and melt.

Show full SKILL.md (196 more words)Show less

Keep the transition responsive

Preallocate particle pools and reuse materials/geometry. Change uniforms rather than recompiling shaders or rebuilding the world. Preserve existing material hooks when extending shaders and use stable program cache keys; match the installed renderer's shader chunks instead of assuming an old injection point exists.

Keep season independent of time of day and weather. Derive a final lighting state from those inputs once, so several controllers do not overwrite the same sun or fog values. Refresh expensive environment maps at controlled state changes, with caching where possible.

Use keyboard-accessible controls with a visible selected state and updated accessible labels. Under reduced motion, apply the chosen seasonal appearance immediately and retain a composed still scene. Pause continuous animation while hidden.

Verify

Capture all four seasons from the same camera. Each should be recognizable without its label. Rapidly switch spring → winter → summer → fall mid-transition and check for color drift, stale shadows, allocation spikes, and lost camera controls. Verify snow exposure indoors/outdoors, evergreen retention, particle count, and desktop/mobile rendering.

Read REFERENCES.md. Seijaku demonstrates shared uSeason weights, setSeason, snowInject, foliage thinning, and seasonal light tinting. Full snowfall physics and climate simulation are extensions, not claims about that implementation.

© MengTo, 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 2 other files in agent-skills/3d/3d-four-seasons of MengTo/Skills.

  • SKILL.md
  • REFERENCES.md
  • agents/openai.yaml

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

3D Four Seasons 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.

3D Four Seasons compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D Four Seasons this skillMengTo/Skills6.7k—~1.3kAutomated 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-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about 3D Four Seasons

What does 3D Four Seasons do?

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. 3D Four Seasons is an agent skill from MengTo/Skills. Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world.

When should I use 3D Four Seasons?

3D Four Seasons fits situations like: seasonal controls; architectural walkthroughs; outdoor scenes with four-season transitions.

How do I install 3D Four Seasons in Claude Code?

Run `npx skills add MengTo/Skills --skill 3d-four-seasons -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-four-seasons in MengTo/Skills) into .claude/skills/3d-four-seasons in your project. Claude Code loads it when a task matches its description.

How do I install 3D Four Seasons in Codex?

Run `npx skills add MengTo/Skills --skill 3d-four-seasons -a codex`. Or copy the skill folder (agent-skills/3d/3d-four-seasons in MengTo/Skills) into .agents/skills/3d-four-seasons in your project. Codex loads it when a task matches its description.

Can I use 3D Four Seasons 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 MengTo/Skills --skill 3d-four-seasons -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-four-seasons, .gemini/skills/3d-four-seasons, .github/skills/3d-four-seasons and .opencode/skills/3d-four-seasons in your project.

What does 3D Four Seasons need to run?

SKILL.md names no scripts, command-line tools or credentials: 3D Four Seasons is instructions for the agent only.

Does 3D Four Seasons 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 3D Four Seasons 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. Review the folder before installing.

What licence does 3D Four Seasons use?

3D Four Seasons is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3D Four Seasons use?

About 1.3k tokens (SKILL.md is roughly 5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to 3D Four Seasons?

Skills that share tags, products or a category with 3D Four Seasons: 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, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3D Four Seasons?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,694 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.