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.
In this repository4 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- public/llms.txtllms.txt
- render-crucible-mediaSkill
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
- Very specific: line 10
Start the server with npx --package @codepawlhq/crucible crucible-mcp --backend gpu --assets <abs dir> --jobs <abs dir> (--assets for GLB, …
- Very specific: line 48
Start from the default look: environment.setup daylight, AO off.
- Very specific: line 57
Put parts against each other with node relations (attach, gap, flush, align, centered) so one set-node resizes the body and the handle …
≈ “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.
Files
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
scene_capabilities: with no arguments it returns a short index of features, limits and topic names. Passtopicfor the field list of one feature (environment,materialFields,geometries,meshEdit.bevel,motion) orexamples.scene_applyfor a complete call of a hard tool. Tool schemas list only common fields, so read the topic before a feature you have not used.scene_createwith arecipe:{ "format": "crucible.scene", "schemaVersion": 1, "geometries": [], "materials": [], "nodes": [] }plus optionalcamera,environment,effects,shadow,motion,bake,timeline.scene_inspect: node IDs, bounds,diagnostics, currentrevision.scene_look: the PNG. Addlabels: trueto match node names to the image. Judge the image, not the lint.scene_applywith the currentexpectedRevisionand a smalloperationsbatch. A stale revision fails whole.scene_checkpointbefore a risky batch,scene_restoreto undo,scene_release_checkpointafter. Without a checkpoint,scene_restorewithrevisiongoes back to one of the last 4 earlier revisions.scene_export_recipekeeps the result.scene_disposea 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
| Task | Read |
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.setupdaylight, AO off.studiosuits products,overcastsoft light,sunsetwarm 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: falseremoves it, so never add a floor node only for the shadow. - Sizes:
boxis a unit cube;cylinderandspherehave 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_inspectbounds 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 oneset-noderesizes the body and the handle follows. - Surfaces without UVs: material
pattern(wood, bricks, marble, metal, fabric). Glass:transmissionwith a nonzerothickness. Details are inscene_capabilities. - Hide a node with
visible: false;castShadow,receiveShadow,holdoutandshadowCatcherare node flags too (the last two need a transparent canvas, so they matter for exported composites, notscene_look). - Characters and creatures: recipe
armaturesplusskinper mesh node,motion.ik, imported GLBs through theassetnode field andscene_asset_catalog. Physics, cloth, particles and hair are recipe sections.scene_inspectreports 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
--addonsand--allow-addon: readscene_capabilitiestopicaddonsfor the names, then setgame.player.controllerorgame.camerato 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.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

