fd3d-interactive-props
Build active interface props such as dials, hinged devices, material selectors, magnetic controls and animated vector states; use when the object must respond…
Skill by KooshaPari
Install
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/kooshapari-fd3d-interactive-props
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About
Use cases: frontend, agent-building
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/fd3d-interactive-props
What's inside
- Skill name
fd3d-interactive-props- Description
- Build active interface props such as dials, hinged devices, material selectors, magnetic controls and animated vector states; use when the object must respond meaningfully to input.
- License
- MIT
- Metadata
- origin: original-kit-skill · version: 1.0
- Instructions
- 23 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Props are interfaces, not unattended screensavers
Define a small state machine before physics: idle, focused, dragging, activated, settling, disabled. Map each transition to real input and an observable result. Keep a semantic DOM control as the source of truth.
## Examples
- Material swatch: a real button/radio updates the same named material and announces its selected state. It works before model load.
- Knob/dial: a range input owns a bounded value; pointer/keyboard update that value; the 3D dial merely visualizes it. Page scrolling must still work on touch.
- Hinged product: a button toggles open/closed, moves a pivoted child and reveals corresponding DOM content. Do not animate around the mesh origin when it is not the hinge.
- Active vector illustration: a Rive/SVG state machine reflects loading/success/error, with text equivalents. Avoid implying it is live system evidence when it is decorative.
- Physical toy: use a physics engine only when collisions/manipulation are the point. Suspend or isolate simulation while scroll choreography owns the same body.
## Procedure
Determine pointer capture policy, cancel behavior, bounds, keyboard equivalents and reset. Hit targets are DOM-sized, not tiny projected mesh triangles. Keep focus visible and never put required instructions only inside a texture. Test rapid interactions and cross-input transitions, not just the happy-path demo recording.
## Gate
One input has one predictable effect. The user can interrupt and reverse movement. No forced motion or audio. Data values do not change from decorative spring oscillation. State remains correct if the renderer fails.
Sources: R14, R15, R21. See `recipes/glass-control.md` and `recipes/active-props.md`.
## Kit location
Kit root: `{{KIT_ROOT}}`. The sync script expands this token. In the canonical ZIP, resolve the root two directories above this skill folder. Paths mentioned above are relative to that root. Read only the referenced files needed for the task.From KooshaPari/PhenoShared, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 4
- Last commit (this folder)
- Sep 27, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- Version
- 1.0
- License
- MIT
- Repository
- github.com/KooshaPari/PhenoShared
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
fd3d-interactive-props skill. Agent Mart. https://agentmart.dev/skills/kooshapari-fd3d-interactive-props (last updated 2026-10-24)