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isometric-ops

Create, refine, compose, and export isometric/dimetric assets for web and games: projection math, SVG/CSS/three.js generation, pixel-art and Blender…

Skill by claude-mods

IndexedMIT★ 75
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xdarkmatter-isometric-ops

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About

Create, refine, compose, and export isometric/dimetric assets for web and games: projection math, SVG/CSS/three.js generation, pixel-art and Blender workflows, engine tilemaps, ControlNet AI generation, and the iso-studio composer. Triggers on: isometric, dimetric, tileset, y-sort.

Use cases: design, frontend

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Permissions

What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found
Runs as
Python package

Network hosts it talks to 3

  • blender.org · found in code
  • codeload.github.com · found in install command
  • github.com · found in code

Files it touches

  • ~/.claude/skills/isometric-ops

Tools it pre-approves 3

From allowed-tools in SKILL.md: the agent may use these without asking you each time.

  • Read
  • Write
  • Bash

What's inside

Skill name
isometric-ops
Description
Create, refine, compose, and export isometric/dimetric assets for web and games: projection math, SVG/CSS/three.js generation, pixel-art and Blender workflows, engine tilemaps, ControlNet AI generation, and the iso-studio composer. Triggers on: isometric, dimetric, tileset, y-sort.
License
MIT
Allowed tools
Read, Write, Bash
Metadata
author: claude-mods · related-skills: genart-ops, threejs-ops, color-ops, frontend-design, playwright-ops
Instructions
209 lines in SKILL.md · view on GitHub

Before installing

  • Ships executable scripts
  • Pre-approves any shell command

Files (30)

  • SKILL.md
  • blender-iso-rig.py · assets/
  • dimetric-2to1-128.svg · assets/grids/
  • dimetric-2to1-32.svg · assets/grids/
  • dimetric-2to1-64.svg · assets/grids/
  • true-iso-128.svg · assets/grids/
  • true-iso-32.svg · assets/grids/
  • true-iso-64.svg · assets/grids/
  • three-tone-presets.json · assets/palettes/
  • prompt-library.md · assets/
  • ai-generation.md · references/
  • ai-refinement.md · references/
  • asset-sourcing.md · references/
  • blender-prerender.md · references/
  • coordinates-depth.md · references/
  • css-isometric.md · references/
  • engine-integration.md · references/
  • iso-studio.md · references/
  • pixel-art-workflow.md · references/
  • projection-math.md · references/
  • style-guide.md · references/
  • svg-vector-generation.md · references/
  • task-routes.md · references/
  • threejs-orthographic.md · references/
  • tile-spec.md · references/
  • check-iso-facts.py · scripts/
  • iso-math.py · scripts/
  • sheet-pack.py · scripts/
  • tile-validate.py · scripts/
  • run.sh · tests/

SKILL.md (first lines)

# Isometric Operations

Create, refine, compose, and export isometric illustrative assets for websites and
games — end to end. This skill covers the exact projection math, the vector/CSS/SVG and
three.js generation routes, the pixel-art and Blender pre-render pipelines, engine
tilemap integration, the AI-generation-with-structure-control workflow, asset sourcing
with licence discipline, and the companion **iso-studio** scene composer (a standalone
app that grew out of this skill). Every constant is
derived and machine-checked; every workflow is runnable; every claim is sourced in its
reference file.

> **Boundary — what this skill does NOT own.** General three.js / creative-coding
> scaffolding lives in [`genart-ops`](../genart-ops/SKILL.md); app- and game-scale
> three.js (GLTF pipeline, react-three-fiber, `InstancedMesh`) lives in the `threejs-ops`
> skill. Colour science and perceptual (OKLCH) ramp construction live in
> [`color-ops`](../color-ops/SKILL.md). `isometric-ops` owns **only the isometric delta**
> — it cross-links those siblings, it never restates them. Detail lives in the reference
> files below: this router points, it does not duplicate.

---

## 1. The projection decision — always step zero

Choose the projection **before** you draw, generate, or model anything. This is not a
deferrable stylistic preference: it fixes the grid math, the tile aspect ratio, the
camera rig, and the anti-aliasing strategy for the entire pipeline downstream. Changing
it later means re-cutting every asset.

| Job | Projection | Ground-axis angle | Tile / face rule | Where |
|---|---|---|---|---|
| Web / vector illustration, diagrams, icons, hero art | **True isometric** | **30°** (all three axes 120° apart) | all axes foreshorten equally; smooth vector edges ignore pixel stepping | [`projection-math.md`](references/projection-math.md) §1, [`svg-vector-generation.md`](references/svg-vector-generation.md), [`css-isometric.md`](references/css-isometric.md) |
| Game tiles, tilemaps, sprite worlds, most "isometric" games | **2:1 dimetric** (commonly called isometric in games) | **26.565°** = arctan(1/2) | integer 2px:1px steps tessellate; `tileW = 2·tileH` | [`projection-math.md`](references/projection-math.md) §2, [`coordinates-depth.md`](references/coordinates-depth.md), [`engine-integration.md`](references/engine-integration.md) |
| Hand-placed / library pixel-art primitives (cubes, bricks, slopes) | **Pixel-neat 1:2** | **22.6°** (obelisk.js pixel-dot pattern) | 1:2 pixel dot stepping avoids staircasing at primitive-drawing level | [`projection-math.md`](references/projection-math.md) §7, [`pixel-art-workflow.md`](references/pixel-art-workflow.md) |

**The failure mode this prevents.** Nearly every "isometric" game is actually
**dimetric** (only two of the three axis separations are equal: ≈116.565°, 116.565°,
126.870°). The trap: an artist draws a "30° isometric" tile, the engine places it on a
2:1 (26.565°) diamond grid, and **the tile edges do not meet their neighbours**. Small at
one tile, catastrophic across a 50×50 map. The fix is not a nudge tool — it is deciding,
up front, that game tiles are **2:1 dimetric at 26.565°** and writing that number into
the [tile spec](references/tile-spec.md) so every asset is cut to the same grid.

**Terminology discipline (applies everywhere).** On first use per document write
**"2:1 dimetric (commonly called isometric in games)"**, then "2:1 dimetric" thereafter.
Never call the 2:1 game projection "isometric" unqualified. Distinguish **"isometric
drawing"** (100% scale) from **"isometric projection"** (81.65% = √(2/3) scale) whenever
the distinction affects a measurement.

### Canonical constants (the authority table)

Machine-emitted by [`iso-math.py constants`](scripts/iso-math.py); full derivations and
ground-truth checks in [`projection-math.md`](references/projection-math.md).

| Symbol | Exact form | Value | Appears as |
|---|---|---|---|
| Cube tilt ("magic angle") | `arctan(1/√2) = arcsin(1/√3)` | **35.264°** | 3D iso rotation |
| Foreshortening (projection scale) | `cos(35.264°) = √(2/3)` | **81.65%** (0.81650) | true-projection edge scale |
| Isometric **drawing** scale | full-scale convention | **100%** | vector iso (edges read at 100%) |
| True ground angle | definition | **30°** | vector iso axes |
| SSR / top-plane squash | `cos(30°)` | **86.602%** (0.86603) | Illustrator scale, 2D plane matrices |
| Figma height / circle→ellipse | `tan(30°)` | **57.735%** (0.57735) | Figma hack, ellipse minor axis |
| CSS back-tip | `arctan(√2) = 90° − 35.264°` | **54.7356°** | CSS `rotateX` |
| CSS un-foreshorten | `√(3/2) = 1/cos(35.264°)` | **1.22474** | CSS `scale3d` |
| Dimetric ground angle | `arctan(1/2)` | **26.565°** | game tiles |
| Dimetric screen slope | `tileH/tileW` (2:1) | **0.5** | tile-space `+x` = `(+tileW/2, +tileH/2)` |

> Two Blender ortho-camera rigs, both must appear wherever rigs are discussed: **2:1
> dimetric = RotX 60°, RotY 0°, RotZ 45°** (cube top 2× wide as tall, `sin 30° = 0.5`);
> **true isometric = RotX 54.736°, RotY 0°, RotZ 45°** (all three faces equal). Most
> tutorials use 60/0/45 and mislabel it "isometric" — it is dimetric. See
> [`blender-prerender.md`](references/blender-prerender.md) §1.

---

## 2. Task router — six routes

Each route is a numbered mini-workflow. Follow the links for the exact numbers, code, and
gotchas — the steps here are the spine, the references are the flesh.

### Route A — Illustrate for the web (vector / CSS / SVG)

For diagrams, icons, hero art, marketing scenes → **true isometric (30°)**.

1. **Decide** true iso (§1). Pin the light direction and palette up front
   ([`style-guide.md`](references/style-guide.md)).
2. **Pick the medium.** Live DOM elements you want selectable / accessible / SEO-visible →
   CSS. Static shapes and icon sets → SVG. See the decision tables in
   [`css-isometric.md`](references/css-isometric.md) and
   [`svg-vector-generation.md`](references/svg-vector-generation.md).
3. **CSS route.** 3D: `transform-style: preserve-3d` on the container, per-face children,
   then the outer stack `rotateX(54.7356deg) rotateZ(-45deg) scale3d(1.22474,…)` — the
   scale goes on the container **only** (or faces double-scale). 2D affine for flat cards:
   the `rotate(-30deg) skewX(30deg) scaleY(0.866)` recipe family, derived per plane in
   [`css-isometric.md`](references/css-isometric.md).
4. **SVG route.** Reach for [`@elchininet/isometric`](references/svg-vector-generation.md)
   (SVG-native, planes/paths) or hand-roll diamond/cube/prism paths using the plane
   `matrix()` recipes (Top `matrix(0.86603, 0.5, 0.86603, -0.5, 0, 0)`, etc.). Grab a
   ready grid from [`assets/grids/`](assets/grids/) or emit one with
   `iso-math.py grid-svg`.
5. **Optimise & export.** Simplify paths in-tool → export → SVGO/SVGOMG → raster
   derivatives, **in that order** ([`svg-vector-generation.md`](references/svg-vector-generation.md) §7).
6. **Verify visually.** For map-heavy web work, headless-screenshot checks belong to
   [`playwright-ops`](../playwright-ops/SKILL.md); tie the render back to the
   [style checklist](references/style-guide.md).

### Route B — Build a game tileset (spec → generate → validate → pack → engine)

For tilemaps and sprite worlds → **2:1 dimetric (26.565°)**. This is the discipline route;
skipping the spec is how sets drift.

1. **Write the spec first.** Copy the fill-in template from
   [`tile-spec.md`](references/tile-spec.md) and pin: projection + exact angle, tile W×H
   (`W = 2H`), unit elevation (px per z-step), anchor **at the feet**, footprint grammar
   (1×1, 2×1, 2×2…), transparent margin/bleed, palette tokens, one light direction, output
   format, `name_direction_variant.png` naming, and scale grammar (one human = N tiles).
2. **Generate** the tiles — draw them ([`pixel-art-workflow.md`](references/pixel-art-workflow.md)),
   pre-render from 3D (Route D), or AI-generate (Route C). Every asset obeys the spec's
   numbers.
3. **Validate** each tile against the spec:

From 0xDarkMatter/claude-mods, MIT.

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Last commit (this folder)
Oct 5, 2026 (24 days ago)
Last release
Oct 14, 2026 (14 days ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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isometric-ops skill. Agent Mart. https://agentmart.dev/skills/0xdarkmatter-isometric-ops (last updated 2026-10-24)