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.
Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction.
$ npx skills add secondsky/claude-skills --skill threejs -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install secondsky/claude-skills threejs --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/secondsky/claude-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/threejs/skills/threejs .claude/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .claude/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejsType 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 secondsky/claude-skills --skill threejs -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install secondsky/claude-skills threejs --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/secondsky/claude-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/threejs/skills/threejs .agents/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .agents/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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 secondsky/claude-skills --skill threejs -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install secondsky/claude-skills threejs --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/secondsky/claude-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/threejs/skills/threejs .cursor/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .cursor/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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/secondsky/claude-skills.git --path plugins/threejs/skills/threejs--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 secondsky/claude-skills --skill threejs -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install secondsky/claude-skills threejs --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/secondsky/claude-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/threejs/skills/threejs .gemini/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .gemini/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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 secondsky/claude-skills threejsInstalls 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 secondsky/claude-skills --skill threejs -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/secondsky/claude-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/threejs/skills/threejs .github/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .github/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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 secondsky/claude-skills --skill threejs -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install secondsky/claude-skills threejs --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/secondsky/claude-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/threejs/skills/threejs .opencode/skills/threejs && 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" agent skill from https://github.com/secondsky/claude-skills/tree/main/plugins/threejs/skills/threejs into .opencode/skills/threejs/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs", 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.
threejsThree.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction.
Threejs is an agent skill from secondsky/claude-skills. Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Use when building 3D web experiences, creating WebGL visualizations, working with GLTF models, implementing custom shaders, or adding interactive 3D elements to web applications.
Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including reference files (for example `references/threejs-animation.md`, `references/threejs-fundamentals.md` and `references/threejs-geometry.md`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: Production-ready skills for Claude Code CLI - Cloudflare, React, Tailwind v4, and AI integrations. The licence is MIT.
10 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 8837836. 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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
gstatic.comAlso links to:
threejs.orggithub.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.
Threejs loads about 3.5k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 82 tokens; SKILL.md has 333 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 secondsky/claude-skills at commit 8837836, republished under its MIT licence (© secondsky). 333 words, ~3,543 tokens.
.claude/skills/threejs/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.Comprehensive knowledge base for building 3D web experiences with Three.js. This skill provides accurate API references, best practices, and working code examples across all major Three.js domains.
Three.js version: r160+ (January 2024)
This skill covers 10 essential Three.js domains:
Load detailed reference files based on your current task:
references/threejs-fundamentals.mdreferences/threejs-geometry.mdreferences/threejs-materials.mdreferences/threejs-lighting.mdreferences/threejs-textures.mdreferences/threejs-animation.mdreferences/threejs-loaders.mdreferences/threejs-shaders.mdreferences/threejs-postprocessing.mdreferences/threejs-interaction.mdimport * as THREE from 'three';
// Scene, camera, renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Create cube
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Add light
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
camera.position.z = 5;
// Animation loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
// Responsive
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});// Built-in geometries
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 32, 32);
const plane = new THREE.PlaneGeometry(10, 10);
// Custom BufferGeometry
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([
-1, -1, 0, // vertex 0
1, -1, 0, // vertex 1
1, 1, 0, // vertex 2
-1, 1, 0 // vertex 3
]);
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
// Indices for triangles
const indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
geometry.setIndex(new THREE.BufferAttribute(indices, 1));
// Instancing for many copies
const count = 1000;
const instancedMesh = new THREE.InstancedMesh(geometry, material, count);
const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
dummy.position.set(
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20
);
dummy.updateMatrix();
instancedMesh.setMatrixAt(i, dummy.matrix);
}
scene.add(instancedMesh);// Standard PBR material
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
metalness: 0.5,
roughness: 0.5,
map: colorTexture,
normalMap: normalTexture,
roughnessMap: roughnessTexture,
metalnessMap: metalnessTexture,
envMap: environmentMap,
envMapIntensity: 1
});
// Physical material (advanced PBR)
const glassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0,
roughness: 0,
transmission: 1, // Glass transparency
thickness: 0.5,
ior: 1.5, // Index of refraction
envMapIntensity: 1
});
// Shader material (custom)
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color(0xff0000) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec3 color;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(color * sin(vUv.x * 10.0 + time), 1.0);
}
`
});// Ambient light (uniform everywhere)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
// Directional light (sun)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);
dirLight.castShadow = true;
// Shadow configuration
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;
scene.add(dirLight);
// Point light (bulb)
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);
// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;const loader = new THREE.TextureLoader();
// Load color texture
const colorTexture = loader.load('texture.jpg');
colorTexture.colorSpace = THREE.SRGBColorSpace; // Important for color accuracy
// Configure texture
colorTexture.wrapS = THREE.RepeatWrapping;
colorTexture.wrapT = THREE.RepeatWrapping;
colorTexture.repeat.set(4, 4);
// HDR environment map
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
const rgbeLoader = new RGBELoader();
rgbeLoader.load('environment.hdr', (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
// Cube texture (skybox)
const cubeLoader = new THREE.CubeTextureLoader();
const cubeTexture = cubeLoader.load([
'px.jpg', 'nx.jpg', // +X, -X
'py.jpg', 'ny.jpg', // +Y, -Y
'pz.jpg', 'nz.jpg' // +Z, -Z
]);
scene.background = cubeTexture;import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
loader.load('model.glb', (gltf) => {
const model = gltf.scene;
scene.add(model);
// Create animation mixer
const mixer = new THREE.AnimationMixer(model);
// Play all animations
gltf.animations.forEach((clip) => {
const action = mixer.clipAction(clip);
action.play();
});
// Update in animation loop
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
mixer.update(delta);
renderer.render(scene, camera);
}
animate();
});
// Procedural animation
function animate() {
const time = clock.getElapsedTime();
mesh.rotation.y = time;
mesh.position.y = Math.sin(time) * 0.5;
requestAnimationFrame(animate);
renderer.render(scene, camera);
}import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
// Setup Draco compression support
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
// Load model
gltfLoader.load('model.glb', (gltf) => {
const model = gltf.scene;
// Enable shadows
model.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
// Center and scale
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
scene.add(model);
});
// Async/Promise pattern
async function loadModel(url) {
return new Promise((resolve, reject) => {
gltfLoader.load(url, resolve, undefined, reject);
});
}
const gltf = await loadModel('model.glb');
scene.add(gltf.scene);const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
amplitude: { value: 0.5 }
},
vertexShader: `
uniform float time;
uniform float amplitude;
varying vec2 vUv;
void main() {
vUv = uv;
vec3 pos = position;
// Wave displacement
pos.z += sin(pos.x * 5.0 + time) * amplitude;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec2 vUv;
void main() {
vec3 color = vec3(vUv, 0.5 + 0.5 * sin(time));
gl_FragColor = vec4(color, 1.0);
}
`
});
// Update in animation loop
function animate() {
material.uniforms.time.value = clock.getElapsedTime();
requestAnimationFrame(animate);
renderer.render(scene, camera);
}import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
// Create composer
const composer = new EffectComposer(renderer);
// Render scene pass
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// Bloom pass
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5, // strength
0.4, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// Use composer instead of renderer
function animate() {
requestAnimationFrame(animate);
composer.render(); // NOT renderer.render()
}
// Handle resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Camera controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// Raycasting setup
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick(event) {
// Convert mouse to normalized coordinates
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// Raycast from camera
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
const object = intersects[0].object;
console.log('Clicked:', object);
console.log('Point:', intersects[0].point);
// Highlight selected object
object.material.emissive.set(0x444444);
}
}
window.addEventListener('click', onMouseClick);
// Update controls in animation loop
function animate() {
requestAnimationFrame(animate);
controls.update(); // Required if enableDamping is true
renderer.render(scene, camera);
}// Dispose geometries, materials, textures
geometry.dispose();
material.dispose();
texture.dispose();
// Remove from scene
scene.remove(mesh);
// Dispose renderer
renderer.dispose();window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
});InstancedMesh)Three.js version: r160+ (January 2024)
Import format: ES6 modules (three, three/addons/*)
Verified: 2024-01
© secondsky, 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 10 other files (references) in plugins/threejs/skills/threejs of secondsky/claude-skills.
Open the folder on GitHubat commit 8837836
Threejs 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 this skillsecondsky/claude-skills | 227 | — | ~3.5k | 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 | 2.4k | — | ~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.
secondsky/claude-skills
TanStack AI (alpha) provider-agnostic type-safe chat with streaming for OpenAI, Anthropic, Gemini, Ollama.
secondsky/claude-skills
AutoAnimate (@formkit/auto-animate) zero-config animations for React.
secondsky/claude-skills
MUI Base UI unstyled React components with Floating UI. An agent skill from secondsky/claude-skills.
secondsky/claude-skills
This skill should be used when the user asks to "upload images to Cloudflare", "implement direct creator upload", "configure image transformations", "optimize WebP/AVIF", "create image variants"…
secondsky/claude-skills
Deploy Next.js to Cloudflare Workers via the OpenNext adapter (@opennextjs/cloudflare).
secondsky/claude-skills
Cloudflare Sandboxes SDK for secure code execution in Linux containers at edge.
Works with
Categories
Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Threejs is an agent skill from secondsky/claude-skills.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction.
Threejs fits situations like: building 3D web experiences; creating WebGL visualizations; working with GLTF models; implementing custom shaders.
Run `npx skills add secondsky/claude-skills --skill threejs -a claude-code`. Or copy the skill folder (plugins/threejs/skills/threejs in secondsky/claude-skills) into .claude/skills/threejs in your project. Claude Code loads it when a task matches its description.
Run `npx skills add secondsky/claude-skills --skill threejs -a codex`. Or copy the skill folder (plugins/threejs/skills/threejs in secondsky/claude-skills) into .agents/skills/threejs 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 secondsky/claude-skills --skill threejs -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, .gemini/skills/threejs, .github/skills/threejs and .opencode/skills/threejs in your project.
SKILL.md names no scripts, command-line tools or credentials: Threejs is instructions for the agent only.
SKILL.md names 3 domains. In commands or code: gstatic.com; the agent is likely to contact it when it follows the instructions. As links in the text: threejs.org and 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.
Threejs is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.5k tokens (SKILL.md is roughly 14k 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 3.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Threejs: 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.
secondsky (a GitHub user) maintains it in secondsky/claude-skills, which has 227 GitHub stars. The repository holds 169 skills in this directory. The repository was last updated on September 28, 2026.
Source: secondsky/claude-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.