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Threejs Procedural Geometry Agent Skill

Build production procedural mesh systems in Three.js. Use for complete hard-surface object assemblies, tilted shell lofts, UV-owned apertures, sculpted rail and frame profiles, oriented branch rings, semantic mesh writers, deliberate skins and caps, fin lofts, custom normals, material slots, instancing decisions, and close-inspection geometry budgets.

153k tokens
context cost
the whole folder, loaded on every use
27
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
527
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry

The instruction itself

4 sections, as written by the author

Procedural Geometry

Generate geometry from a semantic plan and an explicit coordinate frame. Triangle emission is the final compilation step, not the design model.

Build order

  • Define dimensions and semantic segments.
  • Generate a centerline, boundary, profile, or placement plan.
  • Build the mechanism-appropriate local parameterization or branch orientation.
  • Emit vertices with intentional seams and material ownership.
  • Generate UVs from real distance.
  • Validate winding, normals, tangents, bounds, and degenerates.
  • Select merging, instancing, or LOD by update and material behavior.

Read references/profile-sweeps-and-mesh-writers.md

for the exact sculpted-frame profile, rail emission, tree rings, semantic mesh

writer, and their observed scaling limits.

Read the

sculpted gallery frame geometry

for the profile sweep, miter-like rail mapping, authored PBR surface

bundles, grazing spotlights, selective bloom ownership, and geometry

diagnostics.

Read

references/complete-submarine-assembly.md

for the exact dimensioned object contract, shared loft/sweep kernel, UV-owned

apertures, semantic subassemblies, generated fittings, and complete-model

diagnostics.

Read the

porcelain-and-brass submarine model

for a complete hard-surface assembly with a tilted-collar hull loft,

parallel-transport trim, furnished glass cabin, shrouded propeller, lens-section

fins, generated material inputs, and per-part triangle evidence.

Read

references/vehicle-loft-and-projector-contract.md

for parameter-curve section tracks, recess-opening sections, superellipse

volumes, spanwise airfoil lofts, warped outline plates, the two-plane paint

projector, load-deflected tyre carcasses, and their measured limits.

Read the

Formula One race car model

for one continuous nose-to-engine-cover loft driven by monotone parameter

tracks, a cockpit recess opened inside the section itself, superellipse sidepods

with a real inlet aperture, spanwise wing lofts, the livery projector, and a

contact-deflected tyre.

Read the

sport motorcycle model

for a slot-tagged mesh writer, revolve and upright-frame sweeps, offset panel

shells, spoked wheels with a rotor alpha mask, a hanging chain path, and a

volume-audited assembly.

Read the

procedural financial tower compiler

for semantic placement compilation and material-slot instancing at building

scale.

Failure conditions

  • profile orientation flips along a curve;
  • caps reuse side vertices and create averaged edge normals;
  • UV scale changes with segment count;
  • arbitrary vertex merging destroys hard edges or material boundaries;
  • generated dimensions are hidden in magic multipliers;
  • instancing is used despite per-instance topology differences;
  • triangle count is the only reported complexity metric;
  • apertures, frames, and glazing use unrelated coordinate systems;
  • complete object parts are positioned by late visual nudges instead of a

shared dimension contract;

  • a closed body ships inside-out because winding was never audited — check the

enclosed signed volume, since a wireframe pass cannot see it;

  • a section track uses per-segment easing, so every knot has zero slope and the

lofted surface terraces under grazing light;

  • a projected surface graphic is blended between planes without normalising the

weights, printing the same graphic twice on a 45-degree shoulder.

Routing boundary

This skill owns reusable mesh emission. Use

$threejs-procedural-materials when surface identity is primary,

$threejs-procedural-architecture for a building grammar, and

$threejs-procedural-vegetation for a growth hierarchy; those subject skills

may then apply these geometry mechanisms.

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How to use it

Copy the folder

Take scottstts/threejs-procedural-geometry from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.