teardown
Skill538 starsChanged 13 days agoMITView on GitHub
Build an interactive 3D simulator of a real machine or mechanism (an engine, a landing gear, a walking linkage, a pump, a gearbox) as one offline HTML page people can take apart, with live panels driven by the same model that moves the parts, a button for every subsystem, cutaways, camera views and an auto tour that hands control to the visitor; then record it frame by frame to a 60 fps video with a synced procedural score. Use when someone asks how a machine works, wants a "visual explainer", a "simulator", a "cutaway", an "exploded view" or an "interactive 3D lesson", or wants a 3D object shown working rather than described.
- Installs packages
6 other projects use a version of this.
Adopted by
Most recently taken up by
- blueclover22/mw_agent_kittheir own version, first seen Nov 4, 2026
- jakubkrehel/skillstheir own version, first seen Oct 25, 2026
- Scino/fstacktheir own version, first seen Oct 25, 2026
- OlegTestov/prove-it-minitheir own version, first seen Oct 20, 2026
- mik2win/foureyestheir own version, first seen Oct 8, 2026
- palpen/claude-skillstheir own version, first seen Apr 14, 2026
Other versions6 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 6
- jakubkrehel/skills★ 12ksame name
- Scino/fstack★ 18same name
- mik2win/foureyes★ 2same name
- blueclover22/mw_agent_kit★ 1same name
- OlegTestov/prove-it-mini★ 1same name
- palpen/claude-skills★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
The file
We split this skill into the rules it gives an agent
5 rules. 0 are common, 4 are distinctive, and 1 is very specific to this project.
0
Common
Most of the 5 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 61
Fix collisions with a number: When a part pokes through another, scale or move it in the parameter block.
- Very specific: line 84
Every beat goes into <name>-film/timeline.json in seconds.
- Distinctive: line 106
Read every tile against the checklist below.
- Distinctive: line 113
The mechanism: Every part that should touch touches.
- Distinctive: line 131
Every time comes from the timeline, never a typed number.
“Common” is measured: kept by at least 6 in 10 of the 5 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Teardown
One machine, one page. The visitor sees the thing run, presses a button, and the part doing the work opens up while the gauges around it read the real numbers. Left alone, the page tours itself with a cursor. The same code records a film of the tour, frame by frame, with a score built on the same timeline.
SKILL_DIR below is the folder this file lives in. Builds and renders go to ./teardown-out of the folder you run from.
First run
cd "$SKILL_DIR" && npm install && npx playwright install chromiumThe pages need nothing else. The video needs ffmpeg on PATH and the score needs Python 3 (standard library only). Set FFMPEG, PYTHON or CHROMIUM to point at other binaries.
The 3 examples
Build one, open the HTML, press buttons. Copy the closest one when you start a new machine.
| The machine | What drives it | Worth stealing | |
v8-* | A cross-plane V8 with glass liners: the charge burns inside the cylinder you track, valves lift on their cams, 8 pistons move from the exact slider-crank. | Crank angle. Firing order 1-8-4-3-6-5-7-2, a chamber pressure model for the indicator diagram. | Cutaway modes (glass, section, solid), the firing order as a cylinder picker, live charts synced to the crank. |
cessna-* | The Cessna 337 main landing gear folding into the airframe on takeoff and dropping on landing. | Stroke 0..1: a 201 mm rack turns a 32-tooth pinion (module 4 mm) through exactly 180°. | One degree of freedom posing a whole mechanism, flight phases as functions of time, a runway that rolls under the model. |
strandbeest-* | Theo Jansen's Strandbeest, 20 legs on one crankshaft, walking broadside over sand. | Wind. The crank speed is integrated from it; every joint follows by circle intersection from Jansen's 11 link lengths. | An exact linkage solver in 67 lines, instanced tubes, foot traces, a contact chart of all 20 feet. |
Each comes in 3 folders: <name>-shared/ holds the machine, <name>-film/ the recorded tour, <name>-live/ the page you drive.
node "$SKILL_DIR/sims/build.mjs" v8-live # → teardown-out/dist/v8-live.html, offline, ~800 KB
node "$SKILL_DIR/sims/build.mjs" # all 6How a machine is built
One folder per machine, split by job. The examples follow this exactly:
| File | Job |
kin.js / gear.js / jansen.js | The math. Real dimensions in real units, one input (crank angle, stroke, wind) and every pose and readout as a function of it. No three.js in here. |
engine.js / gear.js / beast.js | The geometry, built from code: lathed parts, tubes, instanced links. update(input) poses it. |
stage.js | Studio, lights, shadows, post (GTAO, bloom). frame(state, cam) draws one frame. |
console.js | The overlay: fixed 1600 x 900 CSS layout of panels, charts, toggles, callouts with leaders. update(state) redraws it from the frame's state. |
film.js | A SCRIPT of operator moves (views, isolate, cutaway, throttle) and render(t) as a pure function of time. |
live.js | The same machine in real time: buttons, sliders, orbit, zoom, keys. With no input it plays film.js's script as an auto tour with a cursor; any click, drag, wheel or key hands control over, 25 s of quiet hands it back. |
score.py | The sound on the film's timeline. |
For a machine outside SKILL_DIR, make a folder with a main.js and import the kit by name: import {runSim} from 'teardown-kit/runtime.js'. Build it with node "$SKILL_DIR/sims/build.mjs" ./my-machine.
Rules that decide whether it works
- Start from a reference, never from imagination. A photo, a cutaway drawing from a manual, a clip of the real thing. Build against it and compare frame by frame. Machines invented from a sentence come out generic every time; the same model rebuilds a real one closely when it has something to match.
- Real numbers, one source. Get the real dimensions first (bore, stroke, tooth count, link lengths). Every gauge, chart and label reads from the same function that poses the parts, so nothing on screen can disagree with the motion. Check one by hand: in the Cessna, 32 teeth × 4 mm module is a 128 mm pitch diameter, and half its circumference is the 201 mm stroke.
- One input drives everything. Pose from the crank angle, the stroke or the wind. Nothing is keyframed by hand, so the film, the live page and the score never drift.
- The part doing the work opens up. Isolate it, cut it, x-ray it. A camera that goes inside is worth more than ten orbits.
- Light studio, one accent. Pale backgrounds read in a feed; dark ones lose the first second. The accent marks the thing that is changing. Watch near-white parts on a pale backdrop: give them an ink outline or a darker ground.
- Pick the camera for the mechanism. A planar linkage seen face-on collapses into a lattice; a 3/4 view along the spine keeps every leg readable.
- Fix collisions with a number. When a part pokes through another, scale or move it in the parameter block. Never hide it with the camera.
Live page rules
- Test on an integrated GPU. A page that runs at 60 fps on a desktop card can drop to 15 fps on a laptop's built-in one. The examples carry quality tiers (
TIERSinlive.js): no AO, lower pixel ratio, smaller shadow maps, panels redrawn every other frame. Find the expensive shader first: a displacement computed 5 times per vertex costs more than every tier together. - Warm the shaders.
kit/warm.jscompiles every program in parallel before the first frame, so the page never freezes on first draw. - Keep the page under 1 MB. Link crawlers (X, Slack) read the share card from the HTML and give up on a 15 MB page. Big models go out as files next to the page:
build.json→{"external": {"heavy.glb": "light.glb"}}.
render(t) contract
import {runSim} from '../kit/runtime.js';
const DEFAULTS = {duration: 20, fps: 60, hud: {enabled: false}, director: {enabled: false}};
runSim(DEFAULTS, async ({cfg, canvas, capture}) => {
// build the scene, precompute anything stateful
return {render(t) { /* draw frame t from scratch */ return {}; }, resize() {}};
});render(t)is pure: noMath.random(userng(seed)fromkit/util.jsat setup), noDate, no state carried between frames. Capture calls it at arbitrary times.- Anything that moves by its own rules (agents, particles) is simulated once at load into typed arrays;
renderonly reads them. A quantity integrated over time (the Strandbeest's crank under a changing wind) is integrated in closed form or tabulated at load. - Every beat goes into
<name>-film/timeline.jsonin seconds. The score reads the same file. - Frame 0 is the thumbnail. It must already show the machine.
Commands
node "$SKILL_DIR/sims/build.mjs" v8-film
node "$SKILL_DIR/sims/capture.mjs" v8-film --size 1600x900 --dpr 1.2 --stills beats --cols 4 --out teardown-out/v8-beats.png
node "$SKILL_DIR/sims/capture.mjs" v8-film --size 1600x900 --dpr 1.2 --still 12.5 --out teardown-out/v8-12.5.png
node "$SKILL_DIR/sims/capture.mjs" v8-film --size 1600x900 --dpr 1.2 --out teardown-out/v8-silent.mp4
python "$SKILL_DIR/run_sfx.py" "$SKILL_DIR/sims/v8-shared/score.py"
ffmpeg -y -i teardown-out/v8-silent.mp4 -i teardown-out/v8-score.wav -map 0:v -map 1:a -c:v copy -c:a aac -b:a 256k -shortest -movflags +faststart teardown-out/v8.mp4
node "$SKILL_DIR/wave.mjs" teardown-out/v8.mp4 --timeline "$SKILL_DIR/sims/v8-film/timeline.json"--size is the CSS layout and --dpr multiplies it: 1600 x 900 at 1.2 gives 1920 x 1080. Capture prints the GPU it got; a software renderer means the GPU flags in paths.mjs did not take.
Review loop
You cannot watch the video; you can look at frames. Never report a machine as done without reading sheets of the current render.
--stills beats: one tile per timeline beat, 0.3 s after it, each labelledt=.- Read every tile against the checklist below.
- Zoom in:
--stills every:0.2 --from A --to Bfor a transition,--still Tfor one full frame. - Fix, rebuild, go back to 1. Stop when a full pass finds nothing.
- Final:
node "$SKILL_DIR/sheet.mjs" --video <final.mp4> --timeline <timeline.json>and read that too: it shows what the encoder wrote.
Checklist:
- The mechanism. Every part that should touch touches; nothing passes through anything; the numbers on the panels match the pose.
- Composition. One focal point per frame. Nothing important within 60 px of an edge. Labels never cover the part they name.
- Type. Nothing clipped. The key readout reads at phone width.
- 3D. Bloom eats detail: keep emissive layers under 1.0. Near-white surfaces blow out. Glossy metal under a low light streaks: roughness ≥ 0.45 and envMapIntensity ≈ 0.5 on big surfaces.
- Timing. Each state holds long enough to read: 1 s for a short phrase plus 0.25 s per word beyond three.
three.js traps the examples already hit
smoothstep(a, b, x)witha > breturns 0 on Windows (ANGLE/D3D). Write1.0 - smoothstep(b, a, x).- A
ShadowMaterialor a decal a fraction of a millimetre above the floor loses the depth test inside a post-processing render target. Give itpolygonOffset. - A quad laid into the ground with a mirrored mapping gets culled as a back face. Use
DoubleSide. - One NaN pixel blacks out the whole frame through bloom. Clamp every
pow()base in a shader. - GTAO on a clipped (cutaway) model needs the same clipping planes on
gtao.normalMaterial, or the cut half returns as a pale ghost.
Sound
sfx/ synthesises every sound in pure Python (48 kHz, reproducible) and reads the film's timeline, so sound cannot drift out of sync. python "$SKILL_DIR/run_sfx.py" --list shows the generators. sample() adds the recorded CC0 sounds in sfx/samples/. sfx/score_kit.py has the beds and accents the 3 scores use: a chord bed, a soft thud per power stroke, a motor, air under a drag.
- Every time comes from the timeline, never a typed number.
- Mastering is automatic: −14 LUFS, true peak ≤ −2 dBFS.
- Accent, never narrate: continuous motion stays silent. One key for every tonal sound.
Taste, with numbers
- Easing: entrances
cubic-bezier(0.16, 1, 0.3, 1), exitscubic-bezier(0.6, 0, 0.9, 0.35)at half the entrance's length, state to statecubic-bezier(0.65, 0, 0.35, 1). Linear only for continuous motion. - The machine fills 60-70% of its viewport. Labels never under 34 px on a 1080 canvas.
- One accent, and it means something: the part that is working right now.
- Nothing dead-still: one element always alive.
Credits
The kit, frame capture, sfx engine and review rules come from whaleyxbt/claude-motion (MIT). The recorded samples are CC0 from Freesound, trimmed by Barty-Bart/motion-graphics (MIT); sources in sfx/samples/SOURCES.md.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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- It worked
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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.

