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.
Render a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render…
$ npx skills add partcad/partcad --skill render -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install partcad/partcad render --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/partcad/partcad.git skills-src && mkdir -p .claude/skills && cp -r skills-src/ai-agents/common/skills/render .claude/skills/render && 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 "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .claude/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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/partcad/partcad/tree/devel/ai-agents/common/skills/renderType 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 partcad/partcad --skill render -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install partcad/partcad render --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/partcad/partcad.git skills-src && mkdir -p .agents/skills && cp -r skills-src/ai-agents/common/skills/render .agents/skills/render && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .agents/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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 partcad/partcad --skill render -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install partcad/partcad render --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/partcad/partcad.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/ai-agents/common/skills/render .cursor/skills/render && 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 "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .cursor/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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/partcad/partcad.git --path ai-agents/common/skills/render--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 partcad/partcad --skill render -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install partcad/partcad render --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/partcad/partcad.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/ai-agents/common/skills/render .gemini/skills/render && 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 "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .gemini/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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 partcad/partcad renderInstalls 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 partcad/partcad --skill render -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/partcad/partcad.git skills-src && mkdir -p .github/skills && cp -r skills-src/ai-agents/common/skills/render .github/skills/render && 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 "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .github/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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 partcad/partcad --skill render -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install partcad/partcad render --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/partcad/partcad.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/ai-agents/common/skills/render .opencode/skills/render && 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 "render" agent skill from https://github.com/partcad/partcad/tree/devel/ai-agents/common/skills/render into .opencode/skills/render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "render", 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.
renderRender a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render…
Render is an agent skill from partcad/partcad. Render a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render for an object a package declares or pc adhoc render for a file that belongs to no package. Use for /pc:render or when the user asks to render, draw, screenshot, preview, or produce an image or projection of a part, sketch, assembly or CAD file, or to see it from a particular view, or to draw an object's ports and…
Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Package manager for things. Start designing modular hardware! PartCAD is the standard for documenting manufacturable physical products (a.k.a. Digital Thread or TDP). It comes… The licence is Apache-2.0.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 37fddfa. 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.
Shell commands in SKILL.md call:
pythonFrom 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.
Render loads about 2.8k tokens when it runs. Until then it costs about 165 tokens; SKILL.md has 1,471 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 partcad/partcad at commit 37fddfa, republished under its Apache-2.0 licence (© partcad). 1,471 words, ~2,808 tokens.
.claude/skills/render/SKILL.md (or your agent's skills folder).Produce a picture of a shape: a 2D projection, in png, jpeg, svg or dxf.
$ARGUMENTS says what to render and, often, from where.
A render is not a conversion. It writes something to look at, not geometry
another CAD tool can go on working with — that is /pc:export (or /pc:convert
when the object should become the new format). The viewing angle only means
anything here.
Two commands do it:
pc render — an object a package declares. Reads the package's render:
configuration, so the object is drawn the way the package publishes it.pc adhoc render — a file that belongs to no package. PartCAD wraps it in
a throwaway package, writes the picture, and deletes the package again.Do this before running anything. It is the same first step in /pc:convert and
/pc:export.
partcad.yaml, so look in
the current directory and above. pc --no-ansi list lists what the package
holds; if there is no package it says so.pc --no-ansi list parts / list sketches / list assemblies.
pc --no-ansi info <name> succeeds only for an object that resolves.bracket.step" inside a package usually means the part built from it. Read
partcad.yaml and look for an object whose path: is that file — and note
that a file-backed object without a path: is <name> plus the type's
extension, so a part bracket of type step is bracket.step whether or not
the path is written down.If 2 or 3 matched, it is an object: use pc render (§3). That way the
package's own render: options apply — its pixel size, its prefix, the viewport
it publishes the object with — and the picture matches every other picture of
that package.
If there is no package, or the file is not one an object is built from, it is
ad-hoc: use pc adhoc render (§4).
Resolve a command as /pc:init does (pc, then partcad, then
python -m partcad_cli.click.command). If none is found, stop and run
/pc:setup executable first.
Pass --no-ansi on every run so the output is plain text. It is a global flag
and goes before the subcommand, and it routes the logs to stderr — so
capture both streams when reading them: pc --no-ansi render ... 2>&1.
pc rendermkdir -p ./out # -O expects the directory to exist
pc --no-ansi render -t png -O ./out bracket # a part
pc --no-ansi render -t png -O ./out -a gearbox # an assembly (-a)
pc --no-ansi render -t svg -O ./out -s outline # a sketch (-s; SVG suits one better than PNG)
pc --no-ansi render -t png -O ./out -P //pub/std bolt # an object in another packageFormats: png, jpeg, svg, dxf, plus any a package implements itself.
-t readme, -t pdf and -t html are documents rather than projections (a
package README, or an assembly's bill of materials and instruction book) — they
take no viewing angle.
The file is written into -O and named after the object. Nothing about the
package changes.
pc adhoc renderpc --no-ansi adhoc render part bracket.step bracket.png
pc --no-ansi adhoc render part --output svg bracket.step # names the output after the input
pc --no-ansi adhoc render part --input step bracket.dat out.png
pc --no-ansi adhoc render sketch outline.svg outline.pngBoth types are inferred from the file names; --input and --output say them
outright. The input may be any type PartCAD reads — including the scripted ones
it cannot write back out (sdf, scad, chili3d), since reading is all a
picture needs. The output is one of the four projections.
urdf and assy are refused here: both only mean anything inside a package. Put
the file in one (pc import assembly) and render it with pc render.
Both commands take the same three options.
--view names a direction — front, back, left, right, top, bottom,
iso. --viewport-origin X,Y,Z says where to look from and --viewport-up X,Y,Z which way is up in the picture; each replaces the vector --view
resolved to, so a named view can be tilted by giving one of them alone:
pc --no-ansi render -t png --view front -O ./out bracket
pc --no-ansi render -t png --view top --viewport-up 0,1,0.5 -O ./out bracket
pc --no-ansi adhoc render part --viewport-origin 120,-40,60 bracket.step bracket.pngPartCAD is Z-up, with +Y pointing away from the front view — so +X is to the
right of it and +Z is up. Left unset, a part is drawn from the front-right-top
corner (iso), which is what makes it read as 3D, and a sketch head-on.
These are the same viewport_origin and viewport_up a render: file type is
configured with in partcad.yaml, passed for one command instead of written
down. If the user wants an object drawn that way every time, put it in the
configuration instead — and note this is only possible for an object in a
package, which is one more reason to prefer §3 over §4 when both would work:
parts:
bracket:
type: step
path: bracket.step
render:
png:
viewport_origin: [0, -100, 0]
viewport_up: [0, 0, 1]A rendered file is named after the object, so views written into one directory
overwrite each other. Give each its own directory (pc render) or its own file
name (pc adhoc render):
for view in front top right iso; do
mkdir -p ./out/$view
pc --no-ansi render -t png --view $view -O ./out/$view bracket
donefor view in front top right iso; do
pc --no-ansi adhoc render part --view $view bracket.step bracket-$view.png
doneThen look at the images. Four views — front, top, right, iso — describe
most parts; add back, left or bottom only when the shape is not symmetric
about the axis in question.
Ports and interfaces are not geometry — a port is a coordinate frame and an
interface is a named set of them — so nothing about them reaches a projection
unless it is asked for. pc render draws them (pc adhoc render does not: a
file with no package has none):
mkdir -p ./out/ports
pc --no-ansi render -t png --view iso -O ./out/ports --with-ports bracket
pc --no-ansi render -t png --view iso -O ./out/ports --with-interfaces bracket # overwrites the above
pc --no-ansi render -t png --view iso -O ./out/ports --with-all bracket # both at once--with-ports marks and names every port, --with-interfaces names each
interface instance and joins it to the ports it owns, and --with-all draws
both. --port <name> narrows that to one port, repeated for several — named the
way the log names it, which for a port inside an assembly is the path of links
and then the port (head:head_half_1:TL-m3). It says which ports rather than
that any are drawn, so it goes with one of the three:
pc --no-ansi render -t png --view iso -O ./out/ports --with-all --port TL-m3 bracketOn an assembly or a scene all three walk everything inside it and place
each child's ports where it put the child, which is how a connection that went
wrong is found: two frames that should have met and did not. Every port drawn is
also named on stderr, which is where the exact string for an Assembly YAML file
comes from — so --no-ansi, and read both streams.
The overlays are subject to §6 twice over: each writes <name>.png like any
other render and so needs a directory or a name of its own, and a frame offset
along the line of sight is hidden exactly as a feature would be, so an ambiguous
port is worth the same several views the shape got.
A package can ask for this permanently instead, with with_ports: or
with_interfaces: on one of its render: file types. /pc:add-interfaces
covers reading these drawings when the ports themselves are what is being
worked on.
--filter keeps only some of the links of an assembly or a scene, so a picture
can be of one sub-assembly without a declaration for it. It takes a JSON or YAML
file naming the links, or the same written out on the command line:
pc --no-ansi render -a -t png -O ./out --filter ./head.yaml logo
pc --no-ansi render -a -t png -O ./out --filter '{bone1: null, bone2: null}' logo
pc --no-ansi render -a -t png -O ./out --filter '[bone1, bone2]' logoA link the filter names is kept and a link it does not name is dropped. A link
named with nothing under it keeps everything under it; a link named with children
under it keeps those children and drops its other ones. A link is named the way
the Assembly YAML file names it — its name:, or the part or assembly it places
— which is also the name a connect: uses, so read the .assy file to find out
what the names are.
It needs the object named, with -a or -S saying which kind it is: a part has
no links, and neither has a whole package, so both are refused. It is subject to
§6 as well — the file is the one an unfiltered render would have written, under
the object's own name — so give each filter a directory of its own.
Nothing is written into the package. There are two other ways to ask for the same thing, and the right one depends on how long the answer should last:
filter: on a render: file type in partcad.yaml — per file type, so one
object can have a picture of one sub-assembly checked in beside the drawing of
the whole of it. Use this when the user wants the subset kept; --filter
overrides it for one run.pc filter FILTER SRC DST, which writes DST.assy and declares it beside
SRC. Use this when the user wants the subset to become an object of the
package — one that renders, exports and has a bill of materials of its own.Say which you did rather than filtering the same assembly again and again.
Name the files that were written, with their paths, and which view each one is.
Nothing in this skill changes partcad.yaml — say so if the user might have
expected otherwise. If PartCAD printed an error, surface it verbatim.
When the user wanted a description rather than the pictures themselves,
/pc:describe writes one from a render.
© partcad, 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
Just SKILL.md in ai-agents/common/skills/render of partcad/partcad.
Open the folder on GitHubat commit 37fddfa
Render 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 |
|---|---|---|---|---|---|---|
| Render this skillpartcad/partcad | 503 | — | ~2.8k | 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 | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
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.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
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.
partcad/partcad
Enrich an existing PartCAD part with connection interfaces and ports (mating metadata) so it can be mated to other parts automatically.
partcad/partcad
Convert a CAD file or a PartCAD object to another geometry format - STEP, BREP, STL, 3MF, OBJ, IGES, glTF, three.js, SVG, DXF, URDF, ASSY - with pc convert for an object a package declares (which…
partcad/partcad
Write a narratable, accessibility-oriented text description of an existing PartCAD part, assembly, or sketch from its measured bounding box and volume, from renders taken at several viewing angles…
partcad/partcad
Write a CAD file out of an object a PartCAD package declares - STEP, BREP, STL, 3MF, OBJ, IGES, glTF, three.js, URDF for 3D, SVG or DXF for a sketch, or a file type the package implements itself -…
partcad/partcad
Generate a PartCAD part from a natural-language description (and optional reference images/requirements) by authoring a CAD script and validating it with the PartCAD CLI.
partcad/partcad
Generate a PartCAD 2D sketch from a natural-language description by authoring the sketch (build123d / cadquery / dxf / svg / basic) and validating it with the PartCAD CLI.
Categories
Render a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render…. Render is an agent skill from partcad/partcad. Render a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render for an object a package declares or pc adhoc render for a file that belongs to no package.
Render fits situations like: the user asks to render; produce an image; projection of a part; see it from a particular view.
Run `npx skills add partcad/partcad --skill render -a claude-code`. Or copy the skill folder (ai-agents/common/skills/render in partcad/partcad) into .claude/skills/render in your project. Claude Code loads it when a task matches its description.
Run `npx skills add partcad/partcad --skill render -a codex`. Or copy the skill folder (ai-agents/common/skills/render in partcad/partcad) into .agents/skills/render 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 partcad/partcad --skill render -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/render, .gemini/skills/render, .github/skills/render and .opencode/skills/render in your project.
Going by SKILL.md and its folder, Render needs the command-line tools its instructions call (python). Our summary lists: Python 3.
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.
Render 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 2.8k tokens (SKILL.md is roughly 11k 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 Render: 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 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.
partcad (a GitHub organization) maintains it in partcad/partcad, which has 503 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on October 8, 2026.
Source: partcad/partcad on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.