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codepawlcodepawl/crucible/skills/build-crucible-scene/SKILL.md

build-crucible-scene

Skill662 starsChanged yesterdayMITView on GitHub

Build, light, film and refine 3D scenes through the Crucible MCP server (npm package @codepawlhq/crucible). Use when an agent has the scene_* tools and must model parts, set materials, lights, HDRI, color looks, fog, lens and depth of field, animate a camera, lights, sun, sky and effects, bake light, fix z-fighting or recover from a tool error. Also for "làm cảnh Crucible", "dựng cảnh 3D bằng Crucible", "model bị răng cưa", "ánh sáng cảnh Crucible", "đổ bóng", "sương mù Crucible", "camera Crucible". Image and video export is the render-crucible-media skill.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Start the server with npx --package @codepawlhq/crucible crucible-mcp --backend gpu --assets <abs dir> --jobs <abs dir> (--assets for GLB, …

    line 10
  2. Very specific:

    Start from the default look: environment.setup daylight, AO off.

    line 48
  3. Very specific:

    Put parts against each other with node relations (attach, gap, flush, align, centered) so one set-node resizes the body and the handle …

    line 57

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Build scenes with Crucible over MCP

You drive Crucible through the scene_* tools of the crucible-mcp server. No checkout is needed. Start the server with npx --package @codepawlhq/crucible crucible-mcp --backend gpu --assets <abs dir> --jobs <abs dir> (--assets for GLB, HDR and cube files, --jobs for render jobs, --backend cpu without a GPU).

Loop

  1. scene_capabilities: with no arguments it returns a short index of features, limits and topic names. Pass topic for the field list of one feature (environment, materialFields, geometries, meshEdit.bevel, motion) or examples.scene_apply for a complete call of a hard tool. Tool schemas list only common fields, so read the topic before a feature you have not used.
  2. scene_create with a recipe: { "format": "crucible.scene", "schemaVersion": 1, "geometries": [], "materials": [], "nodes": [] } plus optional camera, environment, effects, shadow, motion, bake, timeline.
  3. scene_inspect: node IDs, bounds, diagnostics, current revision.
  4. scene_look: the PNG. Add labels: true to match node names to the image. Judge the image, not the lint.
  5. scene_apply with the current expectedRevision and a small operations batch. A stale revision fails whole.
  6. scene_checkpoint before a risky batch, scene_restore to undo, scene_release_checkpoint after. Without a checkpoint, scene_restore with revision goes back to one of the last 4 earlier revisions.
  7. scene_export_recipe keeps the result. scene_dispose a scene you finished with.

Beside the loop: mesh_inspect, mesh_edit and mesh_stack edit polygon meshes (see the modeling row below), and scene_walkmap returns a grid of walkable and blocked cells for placing characters and paths. scene_ask_user, where the server lists it, opens the view for the person to pin notes on: use it when a change is hard to put in words.

sessionId may be left out: the last used scene is meant. With two scenes open, pass it on every call. The server keeps 4 scenes and closes the least recently used (evictedSessions in the create result), and 16 checkpoints per scene, oldest first (evictedCheckpointIds). Variants: scene_apply with a branch name, compare in one scene_review (a branch per shot), keep one with scene_restore.

Pick the recipe

TaskRead
Sky, HDRI, .cube look, tone mapping, fog, exposure, bloom, AO, outlines${CLAUDE_SKILL_DIR}/references/look.md
Sun, point, spot and area lights, caps, baked bounce light, flush faces${CLAUDE_SKILL_DIR}/references/light.md
Lens, focal length, depth of field, shift, orthographic${CLAUDE_SKILL_DIR}/references/camera.md
Motion tracks (camera, nodes, lights, sun, sky, effects), shots, timeline${CLAUDE_SKILL_DIR}/references/film-and-animation.md
A call failed, a diagnostic appeared, the picture is wrong${CLAUDE_SKILL_DIR}/references/errors-and-recovery.md
A playable game: animate a placed, retargeted character (idle, walk, run), web export${CLAUDE_SKILL_DIR}/references/game.md
Polygon modeling: extrude, inset, bevel, booleans, mirror, array${CLAUDE_SKILL_DIR}/references/mesh-modeling.md
Scene code against the npm library, not MCP${CLAUDE_SKILL_DIR}/references/scene-contract.md

Defaults that save work

  • Start from the default look: environment.setup daylight, AO off. studio suits products, overcast soft light, sunset warm low light. Do not hand-tune key, fill and ambient first.
  • The preview draws a floor with a contact shadow under the lowest geometry. environment.ground: false removes it, so never add a floor node only for the shadow.
  • Sizes: box is a unit cube; cylinder and sphere have radius 1, so node scale x/z (cylinder) or scale (sphere) is the radius, not the diameter. A 6-segment cylinder has flats on Z (1.732 x scale apart) and corners on X.
  • Stack parts from numbers: write each part's bottom and top Y first, adding the Y of the surface it stands on (a height "above the slab" is measured from the slab's top, not from Y = 0). After building, compare scene_inspect bounds with the task's numbers.
  • Reuse one geometry ID for repeated parts and move them with node transforms.
  • Put parts against each other with node relations (attach, gap, flush, align, centered) so one set-node resizes the body and the handle follows.
  • Surfaces without UVs: material pattern (wood, bricks, marble, metal, fabric). Glass: transmission with a nonzero thickness. Details are in scene_capabilities.
  • Hide a node with visible: false; castShadow, receiveShadow, holdout and shadowCatcher are node flags too (the last two need a transparent canvas, so they matter for exported composites, not scene_look).
  • Characters and creatures: recipe armatures plus skin per mesh node, motion.ik, imported GLBs through the asset node field and scene_asset_catalog. Physics, cloth, particles and hair are recipe sections. scene_inspect reports their results; read those instead of guessing from a picture.
  • Third-party controller or camera kinds exist only when the server owner started it with --addons and --allow-addon: read scene_capabilities topic addons for the names, then set game.player.controller or game.camera to one. You cannot load an addon from a tool.
  • A GLB for Blender: scene_export_glb (needs --jobs), it returns a path.

Finish

Deliver the recipe, one scene_look image and any limit you hit. Say what you measured (counts, bounds, seconds) apart from what you judged by eye. Do not claim Blender parity or general speed over three.js. Changes, including unreleased and breaking ones: https://crucible.codepawl.com/changelog.json. A Crucible bug: gh issue create -R codepawl/crucible with the steps, the recipe and a still; no local paths.

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