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3d-object

three.js model, downloadable as OBJ or GLB

Skill by justinlietz93

IndexedMIT★ 23
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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.

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About

three.js model, downloadable as OBJ or GLB

Use cases: design

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Permissions

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

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/3d-object

What's inside

Skill name
3d-object
Description
three.js model, downloadable as OBJ or GLB
License
MIT
Instructions
75 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# 3D object

Model a 3D object the user can inspect from every angle and download,
built with three.js and presented in the three_d_stage starter.

START by calling copy_starter_component with kind: "three_d_stage.js" —
it is the whole viewer: studio lighting, ground shadow, orbit controls,
an auto-framed camera, and a toolbar that downloads the object as
OBJ + MTL or GLB. Read the copied file's usage block and follow its page
skeleton exactly. You only write the model-building module script.

Build the page as plain HTML — a .html file with ordinary <script>
tags — even when the project's other designs are .dc.html Design
Components: DC restricts scripts to <helmet>, which races the stage's
mount and can't host this skeleton.

Load three.js ONLY through this exact pinned import map, in <head>,
before any module script. Do not change versions, URLs, or hashes, do
not add other copies of three.js, and do not import addons beyond the
three listed — the map is deliberately a closed set, so anything else
fails to resolve rather than loading unverified:

<script type="importmap">
{
  "imports": {
    "three": "https://unpkg.com/three@0.184.0/build/three.module.js",
    "three/addons/controls/OrbitControls.js": "https://unpkg.com/three@0.184.0/examples/jsm/controls/OrbitControls.js",
    "three/addons/exporters/OBJExporter.js": "https://unpkg.com/three@0.184.0/examples/jsm/exporters/OBJExporter.js",
    "three/addons/exporters/GLTFExporter.js": "https://unpkg.com/three@0.184.0/examples/jsm/exporters/GLTFExporter.js"
  },
  "integrity": {
    "https://unpkg.com/three@0.184.0/build/three.module.js": "sha384-8FCZ1eVO6it4+pbec2aDtnTrwjWXZLJRC+MAGCIPDgsYnUrl/E0A2YlF8ioMKI/J",
    "https://unpkg.com/three@0.184.0/build/three.core.js": "sha384-dw2ooPewaEIrAgl6oFDBmmBWCE9oW9LxRGcfwZ0hLvEprzo202wXl7vCYHRlSnOT",
    "https://unpkg.com/three@0.184.0/examples/jsm/controls/OrbitControls.js": "sha384-4rziNxOBZKQ69i+w+f89KJ55TCYquwchVbByQwmaOeIOXdOU2PLDn3kOfXHwIJC9",
    "https://unpkg.com/three@0.184.0/examples/jsm/exporters/OBJExporter.js": "sha384-nbwtoZENJD3Vq+ACK0CuGQdPMuDWHkamC2KJD70EV5nfg6jQjfppKOea07YJN+N3",
    "https://unpkg.com/three@0.184.0/examples/jsm/exporters/GLTFExporter.js": "sha384-VofkvpG6HERhFCYbsUOHeNXBCqID2nfqkQqnVzE1jc/oPcz+qJ13ADdXH08hE+cQ"
  }
}
</script>

Build the model programmatically, as a THREE.Group composed of named
parts:
- Compose primitives (BoxGeometry, CylinderGeometry, SphereGeometry,
  TorusGeometry, LatheGeometry, ExtrudeGeometry with Shape) before
  reaching for raw BufferGeometry; real objects decompose into far more
  primitives than you'd guess.
- NAME every mesh and every material ("hull", "walnut", "brass") — the
  names become the o / usemtl entries in the exported OBJ and the node
  names in the GLB, which is what makes the download usable in Blender.
- Use MeshStandardMaterial with a small curated palette (3-5 materials,
  shared across parts); set roughness/metalness deliberately. Textures
  don't survive the OBJ export — prefer geometry and material color over
  texture detail.
- Model in real-world meters, y-up, centered on the origin, base resting
  at the lowest y. Offset deliberately coplanar faces by ~0.001 so
  nothing z-fights.
- Curved surfaces need enough segments to read as smooth at full screen
  (32+ radial segments on feature surfaces), but don't tessellate what
  no one will see.

The stage's toolbar gives the user OBJ + MTL (universal, geometry +
per-material colors) and GLB (the modern interchange format — keeps the
part hierarchy and PBR materials; imports cleanly into Blender, Maya,
Cinema 4D, Unity, Unreal). Those two are the export formats on offer —
when the user asks for something else (FBX, USDZ, STEP), say plainly
that the stage exports OBJ + MTL and GLB.

Iterate with screenshots: the stage keeps its last frame readable, so
the ordinary screenshot tools capture the live canvas — no extra steps.
After editing a module file, reload with show_html before screenshotting
(the iframe caches already-loaded modules). Look at the object from the
default framing and refine silhouette, proportion, and material
separation — the silhouette carries the object.

From justinlietz93/Perfect_Prompts, MIT.

More from justinlietz93/Perfect_Prompts

Signals

Stars
23
Forks
1
Open issues
0
Last commit (this folder)
Aug 24, 2026 (2 months ago)
Last release
Aug 22, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

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

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Cite this page

3d-object skill. Agent Mart. https://agentmart.dev/skills/justinlietz93-3d-object (last updated 2026-10-24)