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jhonatan-oliveiradevjhonatan-oliveiradev/agent-skills/skills/reconstructing-images-as-threejs/SKILL.md

reconstructing-images-as-threejs

Skill1 starsChanged 3 months agoMITView on GitHub

Use when a supplied image should become a code-only procedural Three.js object or stylized character, especially when fidelity, hidden geometry, animation readiness, runtime hierarchy, review gates, or single-view limitations must be evaluated.

The file

We split this skill into the rules it gives an agent

10 rules. About 0 are common, 8 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈8

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Treat image-to-3D as evidence-limited reconstruction, not extraction.

    line 10
  2. Very specific:

    REQUIRED ROUTING: Use building-hybrid-game-assets first when procedural Three.js has not yet been chosen over GLB, Blender, sprites, …

    line 12
  3. Distinctive:

    Write a reconstruction contract: component hierarchy, proportions, materials, moving parts, confidence by region, and explicit acceptance …

    line 30
  4. Distinctive:

    Keep reconstruction data separate from renderer objects and emit a deterministic TypeScript factory.

    line 32
  5. Very specific:

    Run deterministic checks before visual judgment, record failures and confidence, then choose exactly one: continue | refine-spec | …

    line 34
  6. Distinctive:

    Never promise exact 360° geometry or likeness from one view.

    line 38
  7. Distinctive:

    Never invent thresholds, triangle budgets, landmarks, or camera parameters.

    line 39
  8. Distinctive:

    Never call a model animation-ready before pose stress, joint deformation, weight normalization, clipping, and runtime binding pass.

    line 40
  9. Distinctive:

    Never use texture or lighting to conceal missing identity-defining structure.

    line 41
  10. Distinctive:

    Stop and request input when hidden geometry, a specific likeness, or an unsupported runtime requirement materially determines success.

    line 42

≈ “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

Reconstructing Images as Three.js

Overview

Treat image-to-3D as evidence-limited reconstruction, not extraction. Produce only the fidelity the references can support, label every inferred region, and prove runtime claims with geometry and motion tests.

REQUIRED ROUTING: Use building-hybrid-game-assets first when procedural Three.js has not yet been chosen over GLB, Blender, sprites, billboards, or generated meshes. Use this skill only after code-only procedural reconstruction is justified.

Operating modes

ModeOutput
SuitabilityVerdict, evidence gaps, representation options, risks
BlockoutCamera-matched silhouette and macro volumes
ReconstructionStaged factory with materials and named parts
Action-readyProven pivots, sockets, collisions, destruction groups
Animation-readyValid rig payload plus deformation and pose evidence

A THREE.Group, Skeleton, or AnimationClip alone does not prove action or animation readiness.

Workflow

  1. Admit the references and define what is visible, occluded, distorted, or unknown. Read intake-and-confidence.md.
  2. Fix the target camera, runtime, performance budget, output API, acceptable stylization, and whether inferred surfaces are allowed.
  3. Write a reconstruction contract: component hierarchy, proportions, materials, moving parts, confidence by region, and explicit acceptance gates.
  4. Build in gated passes: camera → silhouette → structure → form → material → lighting → interaction → optimization. Change one diagnostic group per correction.
  5. Keep reconstruction data separate from renderer objects and emit a deterministic TypeScript factory. Read factory-contract.md.
  6. Capture front, rear, sides, and meaningful three-quarter views. Compare only views supported by evidence; review inferred views for plausibility, not likeness.
  7. Run deterministic checks before visual judgment, record failures and confidence, then choose exactly one: continue | refine-spec | refine-code | request-input | stop. Read review-gates.md.

Hard rules

  • Never promise exact 360° geometry or likeness from one view.
  • Never invent thresholds, triangle budgets, landmarks, or camera parameters. Derive them from the target or label them as proposed values requiring approval.
  • Never call a model animation-ready before pose stress, joint deformation, weight normalization, clipping, and runtime binding pass.
  • Never use texture or lighting to conceal missing identity-defining structure.
  • Stop and request input when hidden geometry, a specific likeness, or an unsupported runtime requirement materially determines success.
  • Inspect dependency versions and scripts before execution. Do not install or run the upstream toolkit automatically.

Common mistakes

  • Spending detail on the face before camera and silhouette agree.
  • Treating the reference pixels as topology evidence.
  • Comparing inferred backs against a nonexistent source.
  • Combining camera, geometry, material, and lighting changes in one correction.
  • Calling a better-looking render “validated” without repeatable captures and recorded gates.

Technical basis: img2threejs, Apache-2.0. This adaptation does not bundle or claim execution of its Forge scripts.

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