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.
Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs…
$ npx skills add nirholas/three.ws --skill threejs-towers -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nirholas/three.ws threejs-towers --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .claude/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .claude/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towersType 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 nirholas/three.ws --skill threejs-towers -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nirholas/three.ws threejs-towers --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .agents/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .agents/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .agents/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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 nirholas/three.ws --skill threejs-towers -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nirholas/three.ws threejs-towers --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .cursor/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .cursor/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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/nirholas/three.ws.git --path third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers--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 nirholas/three.ws --skill threejs-towers -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nirholas/three.ws threejs-towers --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .gemini/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .gemini/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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 nirholas/three.ws threejs-towersInstalls 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 nirholas/three.ws --skill threejs-towers -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .github/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .github/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .github/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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 nirholas/three.ws --skill threejs-towers -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nirholas/three.ws threejs-towers --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers .opencode/skills/threejs-towers && 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-towers" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers into .opencode/skills/threejs-towers/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-towers", 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-towersGenerate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs…
Threejs Towers is an agent skill from nirholas/three.ws. Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade…
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files (for example `agents/openai.yaml`, `demo/PROMPT.md` and `demo/assets/three.min.js`).
It sits in Game Development, covering 3D graphics and WebGL and Project scaffolding. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.
Read from SKILL.md and the folder at commit ddf6e49. 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 script files (JavaScript), 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 Towers loads about 2k tokens when it runs. Until then it costs about 134 tokens; SKILL.md has 945 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); files beside SKILL.md are not scanned.
The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 945 words, ~2,049 tokens.
.claude/skills/threejs-towers/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Architecture is the one subject where procedural generation pays immediately: buildings are made of repeated, parameterised parts, and once you have the vocabulary a second style costs a parameter set rather than a model.
Stand it in threejs-landscape and weather it with threejs-weather.
Write ten small builders that all append into shared vertex/normal/UV/index arrays, then never write raw geometry again:
face(P, uv) quad with a computed normal
box(cx,cy,cz, sx,sy,sz, ry, uvScale, rz)
prism(y0,y1, R0,R1, uv, capTop, capBot) square on plan
prismN(y0,y1, R0,R1, n, uv, capTop, capBot) any n-gon
sweepPlan(plan, y0,y1, steps, profile) an outline scaled up a curve
lathe(cx,cy,cz, y0,y1, profile, steps, seg) surface of revolution
ring / arc annulus on a face plane
fan(points, z, ry, cx, cy) filled polygon on a face
tube(points, r, sides) swept tubeThat set covers a Japanese keep, a Chinese pagoda, an Ottoman dome, a Khmer prasat and a Vietnamese tháp. Each style becomes one assembly function plus a table of levels.
Merge by material, not by part. Six buildings drawn in 11–18 draw calls is the difference between 120fps and 30.
Winding is the bug you will hit most. A prism whose side faces are wound inward gets back-face culled and you find yourself looking at the inside of the far wall. Get one prism right, then copy its vertex order everywhere. When a surface goes missing, suspect winding before you suspect anything else.
The whole character of an East Asian roof — flat near the ridge, steepening, then curling up at the corners — comes from one function that maps (panel, position across, position down) to a point:
function roofPoint(o, p, u, t) {
const tc = Math.min(1, t);
const g = 1 - Math.pow(1 - tc, o.pow); // the sag of the slope
const corner = Math.pow(Math.abs(u), 2.0); // 0 mid-eave, 1 at hips
const flare = 1 + o.flare * corner * Math.pow(tc, 3.2);
const y = o.yT - (o.yT - o.yE) * g
+ o.lift * corner * Math.pow(tc, 2.6); // corners lift
return [ /* lerp inner edge → outer edge × flare */ ];
}Six numbers give you every roof in the set: lift, tip, flare, pow, trunc, ridge. trunc is the one that is easy to miss — it lets a lower roof die cleanly behind the wall above it instead of poking through.
Math.pow(negative, 2.35) is NaN. Tiles that overshoot the eave push t past 1, and the whole roof silently disappears. Clamp tc = Math.min(1, t) and handle the overshoot as a separate linear term.
prismN handles octagons and sixteen-sided drums. For anything with re-entrant corners — a Khmer prasat is a square pushed out on each axis and stepped back twice before the corner — build the outline once and sweep it:
const oct = [[1+P,0],[1+P,0.30],[1.0,0.30],[1.0,0.45],[0.90,0.45], ... ];
const half = oct.concat(oct.slice(0,-1).reverse().map(q => [q[1], q[0]]));
// mirror across the diagonal, then rotate four timesThen every storey is the same outline at a smaller scale, and the silhouette is coherent for free.
Deck the ledges. Where a storey steps back onto the one above, the gap between the two outlines is open. Fill it with a flat annulus on the plan or the tower reads as a stack of floating shelves with daylight between them.
The most common modelling mistake is not the geometry, it is the proportion. A doorway sized for a face that turns out to be a third as wide spills onto the returns and reads as noise. Measure the face first, then size the door, the colonnettes and the pediment as fractions of it — and check that the pediment finishes under the cornice rather than through it.
Everything exists from the first frame. A plane facing down travels up, and every structural material clips against it:
renderer.localClippingEnabled = true;
const CLIP = new THREE.Plane(new THREE.Vector3(0, -1, 0), 0);
['stone','plaster','tile','timber', ...].forEach(k => {
MAT[k].clippingPlanes = [CLIP];
MAT[k].clipShadows = true; // or the shadow builds early
});
CLIP.constant = heightAt(t);A clipped shell is hollow, so add a cap mesh at the plane's height, scaled to the footprint. That is what turns a see-through section into what reads as a solid course of masonry.
The cap has to match the plan it is capping. A square cap dropped into an octagonal tower leaves four wedges open to the sky. Let each style declare the plan of its own section — four sides through a hall, eight through a drum, sixteen through a dome — and rebuild the cap geometry as the plane passes from one into the next:
caps: [[0, 4.74, 2.56], [4.74, 5.42, 2.02, 8], [5.42, 6.46, 1.86, 16]]
// y0 y1 radius sidesFor interiors, a capped inner volume on a DoubleSide dark material reads as solid stone from any angle, and costs almost nothing.
It ignores the clip, so it always stands one step ahead of the finished work. That single relationship is what makes the animation read as construction rather than as a wipe.
BoxGeometry gives every face UVs of 0..1 regardless of size. A three-metre pole and a fifteen-centimetre brace therefore get the same grain, and both read as plastic. Rewrite the UVs in world units before upload:
const dims = [[sz,sy],[sz,sy],[sx,sz],[sx,sz],[sx,sy],[sx,sy]];
for (let f = 0; f < 6; f++) {
const du = dims[f][0], dv = dims[f][1], swap = dv > du;
for (let i = 0; i < 4; i++) { /* scale by real size, offset randomly */ }
}Grow each tier in with a short eased scale — verticals scale in Y, horizontals in X — and let it fall away just before the next stage lands.
Give each style a list of [local caption, ENGLISH, target height] and ease the plane between targets. The caption names what is happening, which is most of what makes a construction study legible:
stages: [['準備','READY',0.00], ['石垣普請','STONEWORK',3.36],
['柱梁組立','TIMBER',6.24], ['白壁塗籠','PLASTER',8.80], ...]Fire a one-shot sound on each stage change and a bell on the last. Keep the whole build short — four to five seconds — and put a large percentage somewhere quiet in the frame. People will rebuild it repeatedly if it is fast.
If you light windows at night with an emissive material, that glow escapes through every opening you did not deck: under eaves, through truncated roofs, out of hollow storeys. Deck the truncated roofs and split enclosed volumes onto a non-emissive material. The symptom is a building that glows along its silhouette like a lantern.
© nirholas, Apache-2.0. 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 5 other files in third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers of nirholas/three.ws.
Open the folder on GitHubat commit ddf6e49
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.
Threejs Towers 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 Towers this skillnirholas/three.ws | 227 | 1 repos | ~2k | Automated safety check: Pass | Apache-2.0 | |
| 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 | 2 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.
nirholas/three.ws
Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film…
nirholas/three.ws
Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible…
nirholas/three.ws
Audit a website or digital experience against its supplied source references for originality and plagiarism risk.
nirholas/three.ws
Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites.
nirholas/three.ws
Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content…
nirholas/three.ws
Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography…
Works with
Categories
Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs…. ws.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it.
Threejs Towers fits situations like: construction studies; architectural title sequences; procedural landmarks; any hero object that should build itself rather than fade in.
Run `npx skills add nirholas/three.ws --skill threejs-towers -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers in nirholas/three.ws) into .claude/skills/threejs-towers in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nirholas/three.ws --skill threejs-towers -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/threejs-towers in nirholas/three.ws) into .agents/skills/threejs-towers 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 nirholas/three.ws --skill threejs-towers -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-towers, .gemini/skills/threejs-towers, .github/skills/threejs-towers and .opencode/skills/threejs-towers in your project.
Going by SKILL.md and its folder, Threejs Towers needs JavaScript for the scripts in its folder. Our summary lists: 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. Review the folder before installing.
Threejs Towers is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 8.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Threejs Towers: 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.
nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.
Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.