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.
A skill your agent uses when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and…
$ npx skills add scenario-labs/skills --skill scenario-walkable-room -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-walkable-room --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/scenario-walkable-room .claude/skills/scenario-walkable-room && 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 "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .claude/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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/scenario-labs/skills/tree/main/skills/scenario-walkable-roomType 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 scenario-labs/skills --skill scenario-walkable-room -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-walkable-room --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/scenario-walkable-room .agents/skills/scenario-walkable-room && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .agents/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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 scenario-labs/skills --skill scenario-walkable-room -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-walkable-room --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/scenario-walkable-room .cursor/skills/scenario-walkable-room && 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 "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .cursor/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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/scenario-labs/skills.git --path skills/scenario-walkable-room--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 scenario-labs/skills --skill scenario-walkable-room -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-walkable-room --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/scenario-walkable-room .gemini/skills/scenario-walkable-room && 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 "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .gemini/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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 scenario-labs/skills scenario-walkable-roomInstalls 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 scenario-labs/skills --skill scenario-walkable-room -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/scenario-walkable-room .github/skills/scenario-walkable-room && 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 "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .github/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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 scenario-labs/skills --skill scenario-walkable-room -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-walkable-room --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/scenario-walkable-room .opencode/skills/scenario-walkable-room && 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 "scenario-walkable-room" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/scenario-walkable-room into .opencode/skills/scenario-walkable-room/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-walkable-room", 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.
scenario-walkable-roomA skill your agent uses when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and…
Scenario Walkable Room is an agent skill from scenario-labs/skills. Use when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and rebuilt as 3D objects to grab, throw, and hear land, inside a Gaussian splat world, or restyled variants of one room. Keywords: image-blaster, walkable room, photo to 3D room, clean plate, object cut-out, splat world, physics props, grab and throw, impact sounds, heightfield collision.
Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/calibration.md`, `references/objects.md` and `references/viewer.md`).
It sits in Game Development. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comFrom 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.
Scenario Walkable Room loads about 2.6k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 121 tokens; SKILL.md has 1,339 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 scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,339 words, ~2,595 tokens.
.claude/skills/scenario-walkable-room/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.One photo of a room becomes a place to walk into and touch: a complete 3D Gaussian splat world (walls behind the camera included) with the room's small objects rebuilt as real 3D models a visitor can pick up, throw, and hear land. Restyle the photo first and the same room comes in several looks. The route follows the open-source image-blaster pipeline, with every generation on Scenario through MCP:
Steps 1 and 7 are the agent's own work on downloaded files; every generation in between is an MCP call. Connection, uploads, and the core loop: see the scenario skill. Edits: scenario-image or scenario-gemini-image. Worlds: scenario-3d-worlds. 3D models: scenario-3d. Sound: scenario-audio or scenario-sonilo. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
Discover each paid stage's member with recommend, passing the capability and the user's own words, and read next_step before taking a pick, per the scenario skill. recommend has no capability for worlds, so find the single-image world member with search as scenario-3d-worlds teaches. Never assert a generative model's id as a constant. Read every pick's model_schema_get and price the exact payload with model_run dry_run=true before running it.
| Step | Discovery | What to send and check |
|---|---|---|
| Uncover | none, read the photo yourself | Single movable items only, with a normalized box, support, size in meters, materials (references/objects.md) |
| Plate | img2img, takes a reference | remove the following from the image: ... and nothing else; compare with the photo for over-removal and recoloring |
| Cut-out | img2img, same member | One edit per object on the original photo, square, about 1K, white background (references/objects.md) |
| World | search, single-image world | The plate, full-resolution splats, a fixed seed, a prompt describing the room without the objects |
| Object | img23d with PBR | One cut-out per job, PBR on, a moderate face count (about 50,000); pick the GLB by its type (asset_get mimeType model/gltf-binary), never by output order |
| Sound | txt2audio, sound effects | One clip of about 6 s per object holding several impacts separated by silence |
| Calibrate | none, local | Floor, level, scale, lens, heightfield, placement (references/calibration.md) |
| Viewer | none, local | Paged splat streaming, heightfield walker, convex-hull props, grab and throw, panned sounds (references/viewer.md) |
Launch every batch with wait=false, then jobs_wait on the ids, re-called with pending_job_ids on timeout. A world takes several minutes; a timeout is not a failure and never justifies a second model_run.
Photo. upload_asset the user's photo (per the scenario skill: file_size, PUT the parts, upload_asset_complete) and reuse the asset id. With no photo, recommend with capability="txt2img" for a photoreal interior: a doorway view at about chest height, level and centered, wide lens, a few small objects on tables and the sofa. For several looks, edit that photo once per style, opening the prompt with the fixed architecture (windows, door, floor plan, camera, lens) before the new finishes, furniture, and light.
Filing. Create the run's collection before the first generation (collection_create through the catalog write lane, arguments under parameters), then collection_add_assets each keeper as it lands.
Uncover. asset_display each photo, describe it literally, and write the object list. Choose two or three objects per room: separate, unoccluded, one or two materials, standing on the floor, a table, or a seat.
Plate. recommend with capability="img2img" and "remove objects from a room photo, keep everything else", model_schema_get for the reference-image field, dry_run, then run with the photo as the reference:
remove the following from the image: the {object} on the {support}, {where}; the {object} {where}
asset_display the plate next to the photo. Removal edits sometimes recolor an object instead of erasing it, or take its neighbors too (every cushion on a bench, a carved screen beside a lamp): re-run with a narrower list, or drop that object.
Cut-outs. One edit per object on the original photo, never the plate, with the isolation prompt in references/objects.md. Name anything resting on the object so it stays out.
World. Find the single-image world member per scenario-3d-worlds, model_schema_get, dry_run, then run each plate with wait=false, full-resolution splats, one fixed seed for every room, and a prompt describing the room as it is without the removed objects. Collect the ids with jobs_wait (re-called with pending_job_ids; a world takes several minutes), then asset_download each .spz.
Objects. recommend with capability="img23d" and "textured PBR prop from a product cut-out", read the face-count, texture, and PBR fields off model_schema_get, dry_run, then one job per cut-out with wait=false and jobs_wait on the ids. Each job returns several assets (the mesh with its textures and previews): take the one whose asset_get mimeType is model/gltf-binary, inspect it in the viewer (scenario-3d), then asset_download it.
Sounds. recommend with capability="txt2audio" and "short impact sound effects", then one clip per object:
Four separate one-shot impacts, each followed by a full second of silence: {the object, its material} {knocked over / dropped} onto {the room's floor}, {the character of the sound}. Close-miked, dry room, no music, no voices.
Assemble. Calibrate each world and place its objects per references/calibration.md, then build the page per references/viewer.md. Simplify the GLBs for the web (about 15,000 to 20,000 triangles, 1K WebP textures, Meshopt) and load physics after the room is on screen.
failure with a result-download error: that is a platform error, not a bad input. Confirm with job_get that the job's status is failure and it has no assets (and that no later job for the same input succeeded, via jobs_list) before retrying once with the same payload; a jobs_wait timeout is not a failure and never justifies a second run.© scenario-labs, MIT. 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 3 other files (references) in skills/scenario-walkable-room of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Walkable Room 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 |
|---|---|---|---|---|---|---|
| Scenario Walkable Room this skillscenario-labs/skills | 946 | — | ~2.6k | Automated safety check: Pass | MIT | |
| 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 | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~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…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
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scenario-labs/skills
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scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Categories
A skill your agent uses when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and…. Scenario Walkable Room is an agent skill from scenario-labs/skills. Use when one interior photo, uploaded or generated on Scenario, should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and rebuilt as 3D objects to grab, throw, and hear land, inside a Gaussian splat world, or restyled variants of one room.
Scenario Walkable Room fits situations like: one interior photo; generated on Scenario; should become a room a visitor walks into in a web browser and plays with: props lifted out of the photo and rebuilt as 3D objects to grab; inside a Gaussian splat world.
Run `npx skills add scenario-labs/skills --skill scenario-walkable-room -a claude-code`. Or copy the skill folder (skills/scenario-walkable-room in scenario-labs/skills) into .claude/skills/scenario-walkable-room in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-walkable-room -a codex`. Or copy the skill folder (skills/scenario-walkable-room in scenario-labs/skills) into .agents/skills/scenario-walkable-room 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 scenario-labs/skills --skill scenario-walkable-room -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-walkable-room, .gemini/skills/scenario-walkable-room, .github/skills/scenario-walkable-room and .opencode/skills/scenario-walkable-room in your project.
Going by SKILL.md and its folder, Scenario Walkable Room needs the command-line tools its instructions call (npx). Our summary lists: Node.js.
SKILL.md names 1 domain. As links in the text: github.com. 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.
Scenario Walkable Room is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.6k tokens (SKILL.md is roughly 10k 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 2.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Walkable Room: 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.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.