Agent skill

3D Orbit Inspect Demo

by MengTo in MengTo/Skills

Make a 3D object lean around on hover and open a full inspect view on click.

MITAuto-check passedGame Development

Install 3D Orbit Inspect Demo

skills CLI
$ npx skills add MengTo/Skills --skill 3d-orbit-inspect-demo -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-orbit-inspect-demo --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-orbit-inspect-demo .claude/skills/3d-orbit-inspect-demo && 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-orbit-inspect-demo
GitHub stars
6.7k
Token cost
~2.5k tokens
SKILL.md length
1,554 words
Files
6
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Make a 3D object lean around on hover and open a full inspect view on click.

  • Works in 12 steps: Freeze the lean on pointerdown and while… → Gain from a raycast, target from the… → Bound and damp. Azimuth ±0.30 rad,… → …
  • Joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other
  • SKILL.md covers What is and is not in the source, Rules, each with the failure…, Numbers and Room, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3D Orbit Inspect Demo is an agent skill from MengTo/Skills. Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a…

Its SKILL.md is about 2.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files (for example `PROMPT.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. 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

  • Joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other
  • Use webgl-3d-object for a floating hero mesh with no inspect mode
  • 3d-virtual-tour for a camera path through a place

Example prompts

  • “/3d-orbit-inspect-demo”

Workflow steps

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

  1. Freeze the lean on pointerdown and while inspecting. Otherwise the camera keeps easing during a 100 ms click and the raycast at pointerup…
  2. Gain from a raycast, target from the pointer relative to the piece. g rises to 1 only while the ray hits (tau 0.30 s); the target is…
  3. Bound and damp. Azimuth ±0.30 rad, elevation ±0.09 rad, 1 - exp(-4.5 dt). Unbounded lean turns the object edge-on; an undamped one jitters…
  4. Hover is the last pointer, not a media query. (hover:hover) lies on hybrid laptops and headless Chrome. Read pointerType on pointermove…
  5. Click and drag are one pointerdown. Under 6 px and under 600 ms opens; anything else is a drag and never opens. In the hand the same 6 px…
  6. Lift by layer, not by clone or .visible. The piece moves to layer 1, the room renders on layer 0, a fullscreen quad at opacity 0.80 e goes…
  7. Perspective-true hand-off, no pop. Interpolate in camera space: x/z and y/z linearly, then multiply by the lerped depth. A world-space…
  8. Hold the camera in the hand; never chase it. The hand pose is defined in camera space; if the lean keeps easing while inspecting, the…
  9. Sit at the band's middle, sized by it. fit = min(0.92 bandH, 0.88 W) / (2 R ppu) with ppu = H / (2 D tan(fov/2)), D = 1.0 m. Measure the…
  10. Close is its own clock. On close, e0 = r0 = insOut(k) and k restarts from 1; a piece turned further takes up to 1.5x longer (span)…
  11. Zoom is eased and bounded. 0.70 to 1.45 of fit, wheel exp(-dy 0.0012), ease 1 - exp(-8 dt), pinch by finger distance ratio. Past 1.5 the…
  12. Pitch is bounded and relaxes. 0.25 to 1.30 rad, home 0.72, pull home at exp(-0.35 dt). A flat timber turned past ~1.3 is a hairline.

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.

    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 Orbit Inspect Demo loads about 2.5k tokens when it runs. Until then it costs about 141 tokens; SKILL.md has 1,554 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~141
When it runs · the whole SKILL.md, loaded when a task matches
~2.5k

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). 1,554 words, ~2,474 tokens.

Download SKILL.mdSave it as .claude/skills/3d-orbit-inspect-demo/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
3d-orbit-inspect-demo
description
Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.

3D Orbit and Inspect

Three.js · WebGL. No OrbitControls, no custom shaders.

The mechanism: hover leans the camera a few degrees around the object with a gain that rises only while a raycast hits it, and click hands the object (not the camera) to a second render layer that lifts it to a fixed spot in front of the lens. The two modes share no state except one rule: the lean freezes whenever a click is possible or the piece is in the hand. Remove that rule and the target slides out from under the click.

Nearest skills: webgl-3d-object (a floating mesh, no inspect), 3d-virtual-tour (its "orbit inspection" is one mode of a walkthrough; the camera itself flies). Reach for this when there is one object and two gestures on it.

Reuse demo.html: the joint, the room, the lean, the lift and the return are all in one module. Copy updateLean, updateHand, openInspect, closeInspect, the pointer block and draw. Swap the meshes for your own object; nothing else names the joint except FROM, RR and Q_BENCH.

What is and is not in the source

Kibori (kibori.html, section "8b. Inspect — pick an item up") has click-to-lift with drag-to-turn, an idle wheel, a "Look closer" cue and a zoom-in cursor on hover, and close by click-away, Esc, scroll or its Close button. It has no hover orbit: the camera only leans a few degrees as scroll dollies it between stations. It also has no free zoom, because wheel is the page scroll and closes the piece. So:

  • Ported unchanged: the item is lifted, the camera is not flown; the layer-1 second pass; the 1-(1-k)^4.4 lift ease; 1.0 s in, 0.60 s home, 0.28 s fast close; the way home straightens before it descends (sstep(0,.36) then sstep(.24,1)); drag 0.0085 / 0.0065 rad per px; spin damping exp(-2.4 dt); idle turn 0.26 rad/s after 2.2 s; click = under 6 px and 600 ms; the band between the top bar and the caption; the cue pill. Not ported: Kibori's hand-written tone-mapping pass and blur of the room behind the piece; the demo uses ACESFilmic and a flat dim.
  • Built here in the Kibori manner: the hover lean, the wheel/pinch dolly, arrow-key and +/- control, focus return, the live region, the touch sway.

Rules, each with the failure it prevents

  1. Freeze the lean on pointerdown and while inspecting. Otherwise the camera keeps easing during a 100 ms click and the raycast at pointerup misses a piece that moved 6 px. Raycast again at pointerup, on the same layer the piece is on.
  2. Gain from a raycast, target from the pointer relative to the piece. g rises to 1 only while the ray hits (tau 0.30 s); the target is clamp((pointer - pieceCentre)/(0.18 W), -1, 1). Screen-centre pointer maps make the piece drift whenever the mouse is anywhere on the page.
  3. Bound and damp. Azimuth ±0.30 rad, elevation ±0.09 rad, 1 - exp(-4.5 dt). Unbounded lean turns the object edge-on; an undamped one jitters with a 1 px mouse.
  4. Hover is the last pointer, not a media query. (hover:hover) lies on hybrid laptops and headless Chrome. Read pointerType on pointermove; touch gets a slow sway (±0.6 of the bound at 0.55 rad/s) so the depth is still shown without hover.
  5. Click and drag are one pointerdown. Under 6 px and under 600 ms opens; anything else is a drag and never opens. In the hand the same 6 px test separates "turn" from "click away". Set touch-action:none on the canvas only while inspecting, so the page can still scroll when it is not.
  6. Lift by layer, not by clone or .visible. The piece moves to layer 1, the room renders on layer 0, a fullscreen quad at opacity 0.80 e goes between, clearDepth(), then layer 1. Lights need layers.enable(1) or the lifted piece renders black. The scene needs background = null and manual clear(); a scene background re-clears pass two.
  7. Perspective-true hand-off, no pop. Interpolate in camera space: x/z and y/z linearly, then multiply by the lerped depth. A world-space lerp slides in depth and the piece hardly moves sideways for the first 100 ms. The world "from" pose is stored, never re-read from the moving object, so a cancelled lift lands on the exact bench pose (verified equal to four decimals after Esc at 150 ms).
  8. Hold the camera in the hand; never chase it. The hand pose is defined in camera space; if the lean keeps easing while inspecting, the piece swims. Freeze it, resume on close.
  9. Sit at the band's middle, sized by it. fit = min(0.92 bandH, 0.88 W) / (2 R ppu) with ppu = H / (2 D tan(fov/2)), D = 1.0 m. Measure the caption's settled top (top - 14 - 40) before it fades in; a piece sized for the whole viewport runs under the caption.
  10. Close is its own clock. On close, e0 = r0 = insOut(k) and k restarts from 1; a piece turned further takes up to 1.5x longer (span). Closing from the middle of the lift must not restart from zero.
  11. Zoom is eased and bounded. 0.70 to 1.45 of fit, wheel exp(-dy 0.0012), ease 1 - exp(-8 dt), pinch by finger distance ratio. Past 1.5 the piece overlaps the caption; below 0.7 it is smaller than it sat on the bench. Reset to 1 on close.
  12. Pitch is bounded and relaxes. 0.25 to 1.30 rad, home 0.72, pull home at exp(-0.35 dt). A flat timber turned past ~1.3 is a hairline.
  13. Keyboard and focus. A real button opens (Inspect the joint); Enter and Space work. On open, focus the Close button and set the caption inert = false; Tab is trapped to it; arrows turn 0.14 rad, + - zoom 15%, Esc closes. Return focus to the opener after the page copy is visible again: the copy is visibility:hidden while inspecting and focus() on a hidden element silently does nothing.
  14. A live region, not aria-live on the dialog. Announce "Inspecting ..." on open and "Back on the bench." on close through a separate role=status node, cleared then set 30 ms later so a repeat is announced.
Show full SKILL.md (538 more words)Show less

Numbers

thingvalue
lens, rest cameraFOV 34, elevation 0.40 rad, 1.50 m (portrait: 0.92 / aspect)
hover leanaz ±0.30, el ±0.09, damping 4.5/s, gain tau 0.30 s
lift1.0 s, 1 - (1-k)^4.4, arc sin(pi e) * 0.06 m, hand at D = 1.0 m
home0.60 s (0.28 s fast), rotate sstep(0,.36), descend sstep(.24,1)
dim behindopacity 0.80 e, same colour as the room
lamp on the piecewarm point, 3.0 e, up 0.5 / left 0.6 / toward eye 0.35 m, layer 1 only
turn0.0085 / 0.0065 rad/px, damp 2.4/s, idle 0.26 rad/s after 2.2 s
budgetdt clamp 1/30, DPR cap 2, shadow map static (2048), render only when something moved

Room

Dark room #0a0806, FogExp2 0.42 (materials that must not go murky set fog:false), key 0xfff2df 2.0 from upper left with the only shadow, fill 0xaec7df 0.76, rim 0xffdeb4 0.72, hemisphere 0.19, a low ember point 0xffb46a. Environment: a PMREM of three emissive cards in a black box at environmentIntensity 0.55. Ember #dbad64 is the only accent (cue ring, kicker, focus).

Reduced motion, hidden, cost

  • prefers-reduced-motion: no lean (the piece rests at the three-quarter bench pose), the lift is instant (rate = 1e3), no idle spin, no cue slide. Drag, keys and zoom still work: they are direct manipulation.
  • visibilitychange cancels the loop; resume resets last so the first frame does not integrate the pause.
  • Cost, measured on an Apple GPU in headless Chrome (Metal): about 0.3 ms of CPU per rendered frame, 3 draw calls, about 250 triangles; 8.6 ms per synchronous frame in the two-pass lifted state at 1440x900 and 14.2 ms at 2880x1800 (DPR 2). Idle at rest renders zero frames. The lever is DPR; the shadow map is static and free, and triangle count does not matter.

Expensive gotchas

  • The lifted piece is black. Lights are layer-filtered by the camera; light.layers.enable(1).
  • The room disappears when the piece appears. scene.background re-clears in the second render; use setClearColor and autoClear = false.
  • A shader compile hitch on the first click. The lit-piece pass has a different light set (the lamp). Draw both states once at load.
  • Shadow of a piece that has left. shadowMap.autoUpdate = false, then needsUpdate when the piece changes layer, or a ghost shadow stays on the bench.
  • Cue and cursor stay after a click. Clear both on open; zoom-in cursor only on hit, grab / grabbing in the hand.
  • Focus lost on close. See rule 13.
  • Object3D.clone serialises userData. If you clone instead of switching layers, empty userData first (render targets and polygons in there stall the clone).

Verify

Load at 1440x900 and 390x844; hover at three pointer positions (lean left, right, none); press and release on the piece (opens), press-drag-release across it (does not open); drag, wheel, pinch in the hand; click-away, Esc and Close each return the piece to the exact bench pose, including when cancelled 150 ms into the lift; Tab reaches the button, Enter opens, focus lands on Close and returns; reduced motion shows the rest pose and an instant lift; console is clean.

Extracted from KIBORI 木彫, a dark WebGL workshop page where every bench piece can be picked up and turned in the hand (section 8b). The hover lean and dolly are new, built to the same easing and HUD.

© 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 5 other files in agent-skills/3d/3d-orbit-inspect-demo of MengTo/Skills.

  • SKILL.md
  • PROMPT.md
  • agents/openai.yaml
  • demo.html
  • preview-full.jpg
  • preview.jpg

Open the folder on GitHubat commit 83a47fe

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Works with

Questions about 3D Orbit Inspect Demo

What does 3D Orbit Inspect Demo do?

Make a 3D object lean around on hover and open a full inspect view on click. 3D Orbit Inspect Demo is an agent skill from MengTo/Skills. Make a 3D object lean around on hover and open a full inspect view on click.

When should I use 3D Orbit Inspect Demo?

3D Orbit Inspect Demo fits situations like: joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode; 3d-virtual-tour for a camera path through a place.

How do I install 3D Orbit Inspect Demo in Claude Code?

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

How do I install 3D Orbit Inspect Demo in Codex?

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

Can I use 3D Orbit Inspect Demo 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-orbit-inspect-demo -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-orbit-inspect-demo, .gemini/skills/3d-orbit-inspect-demo, .github/skills/3d-orbit-inspect-demo and .opencode/skills/3d-orbit-inspect-demo in your project.

What does 3D Orbit Inspect Demo need to run?

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

Does 3D Orbit Inspect Demo 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 Orbit Inspect Demo 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 Orbit Inspect Demo use?

3D Orbit Inspect Demo 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 Orbit Inspect Demo use?

About 2.5k tokens (SKILL.md is roughly 9.9k 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 Orbit Inspect Demo?

Skills that share tags, products or a category with 3D Orbit Inspect Demo: 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 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 3D Orbit Inspect Demo?

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.