img2threejs

GitHub

将参考图像转化为代码生成的程序化 Three.js 3D 模型,支持角色与物体重建。通过分阶段雕刻流水线、质量门禁及 AI 视觉自我修正循环,确保几何精度与动画就绪状态,实现从照片到可交互 3D 资产的高保真重构。

Trigger Scenarios

用户要求根据图片生成 3D 模型 需要将对象或角色图像重建为 Three.js 代码

Install

npx skills add img2threejs/img2threejs --skill img2threejs -g -y
More Options

Use without installing

npx skills use img2threejs/img2threejs@img2threejs

指定 Agent (Claude Code)

npx skills add img2threejs/img2threejs --skill img2threejs -a claude-code -g -y

安装 repo 全部 skill

npx skills add img2threejs/img2threejs --all -g -y

预览 repo 内 skill

npx skills add img2threejs/img2threejs --list

SKILL.md

Frontmatter
{
    "name": "img2threejs",
    "license": "Apache-2.0",
    "version": "1.5.1",
    "description": "Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized\/likeness-maximized human characters, sculpt specs, and staged code generation."
}

img2threejs — Image to procedural Three.js

Rebuild the object visible in a reference image as a code-only procedural Three.js model, gated by a staged sculpting pipeline and an AI-vision self-correction loop. This is reconstruction-by-code, not photogrammetry, mesh extraction, or downloaded art packs.

Agent-agnostic: works under Claude Code, Codex, or OpenCode. Wherever this doc says "agent vision" or "agent browser tool", use whatever the host provides — native image reading, a browser MCP (playwright/chrome-devtools), the project preview, or a user-supplied screenshot.

This file is the always-loaded router: it holds the order of operations and every hard rule as one line. The full contract behind each rule lives in the grimoire/ or docs/ file that rule names — read the named file at the moment you reach that stage, not before.

Canonical shared checkout

Keep one checkout of this repository and let every host enter it through a symlink, so Claude and Codex execute the same code instead of drifting apart:

~/.claude/skills/img2threejs -> <your checkout>
~/.codex/skills/img2threejs  -> <your checkout>

When To Use

The user attaches/points to an object image and wants a procedural Three.js model, a reconstruction/animation/destruction plan, a sculpt spec, or code. Also for material studies, action-ready props, game objects, botanical/mechanical parts, and stylized reconstructions.

Core Promise

Sculpt from a photo, in order — never one-shot a mesh:

  1. Run python3 forge/next.py --state .img2threejs/state.json [<spec>] first, at every start, resume, and before every correction iteration. It reports the ordered checklist, exact next command, evidence status, and bounded correction-loop status; it never replaces the spec/pass gates. Obey a hard stop; never continue from memory.
  2. Validate the image is a suitable 3D target (grimoire/intake/validation_rubric.md).
  3. Assess object class + complexity, then write a qualityContract before any code.
  4. Spec it: component hierarchy, materials, lighting, pivots, sockets, action anchors.
  5. Build pass-by-pass from blockout → structure → form → material → lighting → interaction → optimization.
  6. Verify each pass with a screenshot compared against the reference; fail a pass if an identity-defining feature is wrong even when the global score looks fine.

State explicitly when output is approximate/stylized/low-poly. A single image cannot reveal hidden sides or guarantee exact geometry — say so instead of faking confidence.

Mandatory Local State Gate

Conversation context is disposable; .img2threejs/state.json is the local checklist authority. Initialize once per reconstruction, then gate every step through it:

python3 forge/state.py init --state .img2threejs/state.json --reference <img> --profile <generic|cs2|character> --spec object-sculpt-spec.json
python3 forge/next.py --state .img2threejs/state.json [object-sculpt-spec.json]
python3 forge/state.py mark <step-id> --state .img2threejs/state.json --evidence <path>
  • next.py prints the current step, pass, incomplete mandatory steps, exact next command, and loop/max. Exit code 3 or status=stopped is a hard stop: report the reason and request input. Never bypass it by reconstructing progress from chat history.
  • Every completed step needs evidence; mark a non-applicable step skipped only with --reason — silent omission is forbidden. Loop counts derive from reviewHistory actions (refine-spec/refine-code), not agent memory. Defaults: 3 corrections per pass, 6 total.
  • Profiles add mandatory gates without changing the core order: cs2 requires classification, manifest, and a machine-readable CS2 review before AI review; character requires the character contracts and landmark evidence. Every profile records suitability, projection applicability, and material-evidence applicability. The state file is a resumability index, not visual evidence: renders, specs, review history, and deterministic gates remain the authoritative artifacts.

Required Inputs

  • one image path / screenshot / URL / attached image (if missing or unreadable, ask)
  • intended use: prop, game object, hero render, playable/destructible object, animation rig (default: real-time browser prop with interactive performance)
  • for a CS2 request, an authoritative classification record (family/subtype and evidence refs) or an explicit request for the user/vision provider to supply one; heuristic detection alone is not enough to select a geometry adapter

The Loop (scripts do enforcement; agent vision does judgment)

Run scripts from the skill root (forge/...). Pure Python 3.10+ stdlib, no pip installs. Full flags: grimoire/scripts.md. Never let a script score visuals — that is the agent's job.

  1. Analyze the image first (agent vision, before any script): work the layered observation protocol in grimoire/intake/image_analysis.md — identify/classify, decompose macro→meso→micro, map part relationships, name materials in PBR terms, list identity-defining features, and flag what the single view hides. Observation before inference; controlled 3D vocabulary; 3D object-space not 2D image-space. Then probe local images: forge/stage1_intake/probe_image.py <image> (metadata only, not a visual check). 1a. Local Spec Search — after image analysis, before writing or refining a spec, pull local domain evidence (anatomy/PBR/wear/geometry/runtime/physics) rather than inventing it: python3 forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --out assessment.json (auto-runs BM25, auto-picks cs2/core_3d collection, writes a localSpecSearch bundle that new_sculpt_spec.py --assessment carries into the spec). Full query-expansion recipe (bilingual terms, focused search_specs.py retrieval, cache rules): grimoire/intake/local_spec_search.md. MUST read it before retrying an incomplete or domain-specific query. 1b. CS2 intake manifest — for a CS2 request, create and validate cs2-intake.json before pre-spec authoring (admission, heuristic signal, classification, family/route resolution). MUST read grimoire/intake/cs2_intake_contract.md completely before creating the manifest or running pre-spec assessment. 1c. Optional fidelity evidence adapters — only when they improve an observed weak point; the stdlib core remains authoritative. Thin/complex masks → local SAM2; character face/pose → MediaPipe; weak front/back cues → Depth Anything V2 (forge/stage1_intake/run_vision_adapter.py <segment|landmarks|depth> ...; every adapter emits provenance; monocular depth is relative only). MCP-only scene mutations never count as implementation — write the proven change back to the spec or TypeScript, rebuild, recapture. Full adapter + MCP routing and authority boundaries: docs/integrations/reference_fidelity_tooling.md.
  2. Pre-Spec Assessment Gate — classify + score complexity + write the quality contract: forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --complexity <simple|moderate|complex|ultra-complex> --out assessment.json. Rules: grimoire/intake/quality_contract.md. Set objectClass.primaryDomain (object | character | hybrid) and fill the seeded detailInventory (its targetMinDetails scales with complexity). Supported CS2 knife skins and Glock-18 assets: always pass --cs2, which defaults the complexity tier to ultra-complex (targetMinDetails 16, floor 9) — the finish/wear/hardware is the item, so CS2 is held to the top fidelity bar. Author procedural GEOMETRY but route the FINISH through the projection path in step 2c — a procedural finish for a patterned skin (Doppler/Gamma/Marble/Fade) reads visibly wrong against the reference. Finish routes + rulebook: grimoire/build/cs2_finishes.md; optional exact-texture acquisition: grimoire/intake/cs2_texture_acquisition.md. 2b. Detail inventory (do not skip for detailed subjects) — scan zones and enumerate every identity-defining small detail (gloss, bevel, fasteners, linework, contours, stains): forge/stage1_intake/build_detail_inventory.py <image> --mode grid-3x3 --out-dir <dir> --out di.json. Each detail MUST map to a component.localFeatures or material.localOverrides entry — never prose only. Taxonomy + 3D-term recipes: grimoire/intake/detail_inventory.md. 2c. Projection-first fidelity (characters AND reference-matched surfaces — supported CS2 skins, decals, painted patterns) — when the goal is matching a specific reference's surface, put the photo's own pixels on the mesh instead of approximating them procedurally. This is the single biggest fidelity lever; a procedural material for a patterned surface is the #1 reconstruction failure. Recipe (grimoire/character/likeness_maximization.md — its two levers generalize past characters): solve the camera (stage1_intake/solve_camera_pose.pyreferenceCamera), de-light the reference (stage1_intake/delight_albedo.py, hard requirement — de-lighting is what makes projection safe), then project the de-lit crop and bake it into UVs (stage3_build/bake_projected_texture.py --mesh-id <id>). For a CS2 skin the projected de-lit crop IS the finish — no procedural Doppler material. For characters, first capture landmarks (stage1_intake/extract_landmarks.py --out anatomy.json), fill preSpecAssessment.anatomy, route grimoire/character/reconstruction.md. A single view cannot show hidden sides — report per-region confidence and request more views when it matters. Character sub-routes, in order — decide what parts exist before shaping any, and shape the head before the hair that sits on it:
    • Partsgrimoire/character/structure_decomposition.md
    • Headgrimoire/character/head_construction.md (what the likeness gate reads against)
    • Hairgrimoire/character/stylized_hair_threejs.md + parameter contract in grimoire/character/threejs_hair_parameter_contract.json. Lock topology only after the silhouette review passes: material tuning cannot repair wrong lock topology. 2d. Reference-free humanoid — a generic figure with no reference image has nothing to measure, so fill anatomy from public canon: forge/stage2_spec/humanoid_proportions.py <spec> --style-heads 8 --in-place. It writes anatomy.source: "canon-table" so canon is never mistaken for measurement, refuses to run when the spec names a reference image, and names anything the corpus does not supply rather than interpolating it.
  3. Author the spec from the assessment: forge/stage2_spec/new_sculpt_spec.py "Name" --image <img> --assessment assessment.json --manifest cs2-intake.json --out object-sculpt-spec.json. Replace generic starter featureReviewTargets with the object's real identity-defining systems (≤5 critical, ≤3 important per pass); for characters add anatomy-proportion, face-landmark-placement, pose-silhouette, outfit-and-palette. Use 3D-graphics terms only (grimoire/glossary/3d_vocabulary.md), never "nice/smooth/shiny". Classify every component's topologyClass/topologyRationale per grimoire/intake/surface_topology.md before picking a primitive — this is what prevents a continuous organic form from being picked as a box.
  4. When material fidelity matters and a source image exists, analyze each material's finish then extract reference PBR evidence, both per crop (verify the crop is on the part you think it is):
    • forge/stage1_intake/analyze_texture.py <crop> --spec spec.json --material-id <id> --in-place classifies the finish, extracts the gradient palette, and writes doc-grounded MeshPhysicalMaterial scalars onto the material. Recipes + Three.js texture/PBR rules: grimoire/build/threejs_texture_reference.md. Rule of thumb: solid albedo for flat paint, real reference crop for patterned finishes.
    • forge/stage1_intake/extract_pbr_evidence.py <crop> --out-dir <dir> --material-id <id> --target-threshold 0.7. Confidence < 0.7 is a stop/refine-input signal, not a pass. It is inference, not inverse rendering.
    • For multiple named regions: forge/stage1_intake/material_region_analysis.py --manifest regions.json --out-dir material-evidence --out material-analysis.json, resolve each assignment from docs/materials/material-reference.json, wire it in with forge/stage2_spec/apply_material_analysis.py.
    • Emit the controlled material camera/crop contract (forge/stage4_review/material_views.py), compare visible-footprint crops (material_comparator.py), apply only bounded material-scoped corrections (material_feedback.py), and record the blocking result (material_gate.py).
  5. Validate, then strict-validate before generating code: forge/stage2_spec/validate_sculpt_spec.py object-sculpt-spec.json then --strict-quality. Strict blocks shallow specs (a complex object with one root, no repetition systems, no local overrides, no micro groups is NOT implementation-ready even if JSON validates).
  6. Locked build passes — only touch the currently unlocked pass: forge/stage3_build/orchestrate_passes.py status object-sculpt-spec.json forge/stage3_build/generate_threejs_factory.py object-sculpt-spec.json --out src/createObjectModel.ts The generator is fail-closed: strict-quality must pass before it writes any factory, and a future --pass-id fails until prior passes are reviewed continue. If blocked, preserve the BLOCKED artifact and refine the subject-specific spec; do not substitute a generic template. The local state adds --force only for a new pass or refine-spec; refine-code edits the current artifact without regenerating it. Before overwriting, carry valid hand refinement back into the spec; generated code must not be the only copy of reconstruction decisions. 6a. Hitting a triangle budget. performanceBudget.targetTriangles selects a tessellation tier for every primitive with segment counts (low ≤6k, standard ≤60k, else hero) and caps implicit-surface sampling grids. Where a tier is not precise enough, add geometryDescriptor.decimate: {"targetRatio": 0.4} to that component — a quadric collapse in the generated factory, run before skin binding so weights are computed on surviving vertices. It keeps position only (normals recomputed), so it is refused on an authored/unwrapped uvStrategy. Offline LOD tiers: forge/stage3_build/decimate.py <mesh.json> --ratio <r> --json.
  7. Render the current pass in a browser/preview, capture a screenshot at a review viewpoint. 7a. Off-axis and placement gates — a single review viewpoint is not evidence about the model. Capture a turntable, not one frame, and run all three; each catches a defect class the older gates pass by construction (a hole through a skull, a hat at hip height and a floating charm all survived eight front-only review rounds): forge/stage4_review/turntable_gate.py --capture 0=front.png --capture 90=right.png --capture 180=rear.png --capture 270=left.png --json node runtime/scripts/export_mesh_geometry.mjs --url <preview> --out meshes.json then forge/stage4_review/self_intersection.py meshes.json --json forge/stage4_review/attachment_anchor.py object-sculpt-spec.json --measured measured.json --json All three exit 0 clean / 1 gate failure / 2 error. A failure blocks continue even when the global fidelity score passes. Read sampledVertexCount / unmeasuredAttachments / missingAzimuths before believing a clean verdict: each names what the gate did not look at.
  8. Run deterministic gates before AI vision. MUST read grimoire/review/gates_reference.md and grimoire/review/self_correction.md completely. Run forge/stage4_review/diagnose_render.py and record the passing Tier 1 result with --spec object-sculpt-spec.json --pass-id <pass> --in-place; for non-planar forms also run forge/stage4_review/diagnose_render_multi_angle.py with the fixed view and at least two meaningful orbit views. Then run forge/stage3_build/orchestrate_passes.py check object-sculpt-spec.json --pass-id <pass>.
  9. Package one side-by-side sheet, then inspect it with agent vision: forge/stage4_review/make_comparison_sheet.py --reference <img> --render <shot> --out cmp.png --json.
  10. Record the review (overall + per-layer + per-feature scores + decision): forge/stage4_review/append_review.py object-sculpt-spec.json --pass-id <pass> --fidelity <0-1> --action <continue|refine-spec|refine-code|request-input|stop> --summary "..." --render-screenshot <shot> --comparison-image cmp.png --ai-vision-score <0-1> --layer-scores-json '{...}' --feature-reviews-json <f.json> --in-place. For the CS2 family path, produce the versioned report first with forge/stage4_review/cs2_review.py --manifest cs2-intake.json --metrics cs2-review-inputs.json --scene forge/tests/fixtures/knife_review_scene.json --out cs2-review.json and attach it with --cs2-review-json cs2-review.json --review-scene-json forge/tests/fixtures/knife_review_scene.json. A failed family, painted-region, projection-coverage, critical-detail, or orbit gate blocks continue even when the global score passes. See docs/cs2/review-gates.md.
  11. Sync pipeline state after manual review edits, record checklist evidence, then re-run the local state gate before another correction or pass: forge/stage3_build/orchestrate_passes.py sync object-sculpt-spec.json --in-place python3 forge/next.py --state .img2threejs/state.json object-sculpt-spec.json.
  12. Before declaring completion, run forge/stage4_review/check_part_coverage.py --spec object-sculpt-spec.json --manifest parts.json and verify the action-ready hierarchy. Mark part-coverage and action-ready only with evidence.

GLB-mediated v2 render-fidelity track (1.5 alpha)

When the user supplies a GLB as an intermediate reference, the browser-rendered GLB is the structural and visual baseline for an independently authored procedural factory. The raw GLB is never pixel evidence and its topology/materials are never copied into the factory. Before any factory edit — full contract in grimoire/build/python_threejs_render_bridge.md, machine-readable schema in docs/specs/render-profile.v2.schema.json (+ example; fail-closed validation):

  1. forge/stage1_intake/probe_glb.py first. A merged one-node/one-mesh asset is insufficient for semantic labels; request a multipart GLB or a browser semantic-ID pass before claiming exact regions.
  2. Author ONE shared render-profile.v2 (forge/stage4_review/validate_render_profile.py) used by both the GLB and procedural routes. Region IDs are subject-specific, never inherited from the example profile; declare the required set in extensions.requiredSemanticRegions so omission is a hard validation error.
  3. Capture six passes per admitted view (beauty, alpha-silhouette, semantic-id, depth, normal, roughness-material-id); score with forge/stage4_review/compare_region_passes.py. Missing semantic-ID data blocks per-region confidence rather than falling back to whole-image scores.
  4. Use region-specific continuous geometry — never replace a face/head volume, cloth shell, or tail with floating primitives when the region's silhouette requires a continuous surface.
  5. Run ONE correction group per loop, in order: camera → silhouette → face → clothing → accessory → materials → lighting; recapture the full pass set after each group and record the changed group, hashes and score. Never combine groups when diagnosing improvement.

Gates (do not skip)

Before any visual review or continue decision, MUST read the full gate-by-gate contract in grimoire/review/gates_reference.md (Divine Eye, VLM rescue, multi-angle, interior difference, chirality, hair, CS2 review, bounded correction, Divine Eye fitting, screenshot feedback, assembly, attachment, material, detail inventory, rig payload, character track). In short:

  • Validate references first (grimoire/intake/validation_rubric.md, check_reference_admission.py).
  • divine_eye.py is deterministic-first; the VLM (vlm_gate.py) is a gated last layer, never consulted on a hard-gate failure.
  • A non-planar form must hold from ≥2 angles (diagnose_render_multi_angle.py).
  • Measure INSIDE the silhouette every visual pass (interior_difference.py). Silhouette IoU reads ~11% of figure cells: a model with its face deleted scored the same 0.8803 as the finished face.
  • Every -l/-r pair is a MIRROR, not a rotation — hard at spec time (validate_chirality). A pair wrong the same way on both sides still passes, and needs medial_lateral_bias vs a reference.
  • Hair subjects: scalp_exposure.py is HARD and runs on geometry before any render; hair_gate.py is soft and subordinate to it. A coverage shortfall never authorises widening the masses.
  • Flat colour regions with hard boundaries (blaze/bib/socks, livery stripe, painted marking) are an identity feature, so their boundaries are gated on geometry: vertex_region_gate.py. Never a texture — this pipeline emits code; the shape predicates live in _shared/vertex_paint.py.
  • A curve claim ("curled into a hook, not a straight cone") needs swept_arc_gate.py: silhouette IoU passes a straight cone occupying roughly the right cells.
  • Character builds validate the rig payload (stage5_rig/validate_rig_payload.py) before binding a THREE.Skeleton; it proves payload integrity only, never pose stress or likeness.
  • CS2 builds also run cs2_review.py against the versioned scene fixture.
  • Local state enforces 3 corrections per pass and 6 total by default; reaching either limit is a hard stop. correction_loop.py may stop earlier on repeated defects, oscillation, or plateau.
  • continue requires a render + comparison sheet + AI-vision score ≥ threshold, every critical feature ≥ its own threshold (grimoire/feedback/render_capture.md).
  • Every model ships explodable AND clickable — a structure gate, not pixels (check_part_coverage.py, grimoire/build/geometry_patterns.md).
  • Action-ready, attachment, material/lighting, detail inventory, and character-track requirements: grimoire/readiness/action_rigging.md, grimoire/readiness/joint_attachment.md, grimoire/feedback/shading_realism.md, grimoire/intake/quality_contract.md, grimoire/intake/validation_rubric.md.

Self-Correction

After every pass, decide exactly one: continue | refine-spec | refine-code | request-input | stop. refine-spec fixes a wrong/missing/shallow spec (re-validate, don't patch code around it); refine-code fixes geometry/material/lighting that doesn't match a sound spec. Before making the decision, MUST read the root-cause guide + fidelity scale in grimoire/review/self_correction.md, record the decision, and re-run the local state gate.

Small features need a different instrument. Divine Eye's SSIM/tonal/edge signals run on a 64×64 luma grid, so a detail a few pixels wide is absent before any comparison happens. When fidelity depends on individual tears, spars, fangs or eyes, use the four-tier microscope: grimoire/review/divine_eye_microscope.md. Two empirically established rules from it: measure fidelity on a component's visible footprint (full frame minus a component-hidden frame), never on an isolation render; and never colour-gate a concave feature, where a dark ratio captures cavity shading rather than material.

Transparency and Process Debugging

Report what changed each pass with evidence (exact values/coordinates), name what still doesn't match, and never claim "done" when only "improved". A passing gate is not proof of 3D realism. Full rule + examples: grimoire/review/self_correction.md.

Left and right

A left/right pair is a reflection, never a rotation: negate the lateral axis and nothing else, (x, y, z) → (-x, y, z). With forward: +Z, Y up and a right-handed frame, the character's own left is +X. The convention lives as code in forge/_shared/chirality.py (CHARACTER_LEFT_SIGN), with two different gates for the two defects that shipped from getting it wrong: validate_chirality catches a rotation-mistaken-for-reflection at spec time, and medial_lateral_bias vs a reference catches a pair that is wrong the same way on both sides. Reflecting also inverts triangle winding — flip it back on the mirrored side or flatShading lights the limb as though lit from behind. Full write-up with the measured defects: grimoire/scripts.md ("Left and right").

Hair

Hair has its own subsystem because it has failure modes no other gate can see. Full contract, measurements and non-goals: docs/HAIR_PIPELINE.md. The hard rules:

  • Roots bind to the scalp as (u, v), never absolute positions (hard validation error).
  • standProud is enforced by the generator, not advisory.
  • scalp_exposure.py is a HARD gate on geometry before any render; a coverage shortfall never on its own authorises widening the masses.
  • Default representation tier is shell, not locks; strand impression comes from faceting and material (hair.human.code-only), since this skill emits no textures.
  • plane-card is rejected for hair (needs an alpha texture this skill cannot emit).
  • Hair is rigidly parented, never smooth-skinned (the geodesic field runs through the skull).

CS2 image-matched rule

For a CS2 item, the target is observable agreement between the supplied image and the rendered item: silhouette, proportions, edge profile, hardware layout, coating colour, pattern placement, wear, roughness response, and camera framing. Every decision must be traceable to evidence or be labelled as an approximation.

The initial CS2 family boundary covers supported knife subtypes and the Glock-18 pistol adapter. Rifle, SMG, sniper, heavy, glove, unsupported pistol, and unknown knife subtypes must stop with unsupported-family or unsupported-subtype; they must not receive another family's component tree as a generic fallback.

The full layer contract (what each layer owns, must emit, and must never decide alone), the CS2 intake order, and the surface/review rule live in grimoire/intake/cs2_intake_contract.md — step 1b already requires reading it completely before intake state can advance. The canonical hand-off is cs2-intake.json (schemaVersion: 1, states proceed | request-input | fallback | rejected | unsupported-family | unsupported-subtype); write it atomically, preserve unknown provider fields under extensions, and never let a fallback erase prior evidence.

Forge Runtime Contracts

Subdivision runtime tests compile generated TypeScript against the showcase checkout. Set IMG2THREEJS_SHOWCASE_ROOT to that checkout; without it, local runtime-only tests skip with an actionable message while static contracts still run. CI should set IMG2THREEJS_REQUIRE_SHOWCASE=1 to turn a missing showcase checkout into a test failure.

IMG2THREEJS_SHOWCASE_ROOT=/path/to/img2threejs-showcase python3 forge/tests/test_subdivision.py
IMG2THREEJS_SHOWCASE_ROOT=/path/to/img2threejs-showcase python3 -m unittest discover -s forge/tests
IMG2THREEJS_SHOWCASE_ROOT=/path/to/img2threejs-showcase python3 forge/tests/test_showcase_tsc_smoke.py

Implementation Rules (brief)

TypeScript + plain Three.js unless the project uses a wrapper. Group factory createObjectNameModel(spec, options), reconstruction data kept separate from renderer objects, deterministic seeds for all procedural noise. Prefer primitives / Shape extrude / curve+tube / instancing / displacement / generated canvas textures before any external art. Full geometry & material recipes + hard-won failure patterns: grimoire/build/geometry_patterns.md.

Optional Python ↔ Three.js render bridge

When Python is requested for character rendering, use it as a deterministic job/evidence layer around the browser Three.js runtime: camera-batch manifests, source/output hashes, readiness and settle checks, screenshot persistence, masks, diagnostics, and comparison packaging. The target Three.js browser route remains the rendering authority. Do not silently replace the procedural TypeScript factory with Blender/VRM/GLB output. Full routing, manifest fields, and failure rules: grimoire/build/python_threejs_render_bridge.md.

Standard character pipeline (merged 1.5 beta + alpha)

Use grimoire/readiness/standard_character_pipeline.md for character work. Beta owns the strict sculpt/build/review gates; alpha owns deterministic camera manifests, browser screenshot evidence and UniRig-shaped rig validation. CharacterGen, Tripo, VRM and other neural/asset systems are opt-in adapters with source, checkpoint, license, coordinate conversion and output hashes. They never silently replace the procedural TypeScript factory. Image-to-mesh systems emit a static mesh with no skeleton, so their output is never animation-ready however good it looks. Executable entry points: forge/stage4_review/render_bridge.py and scripts/capture_threejs_playwright.py (init → browser capture → validate → diagnose; capture must operate on the real showcase/browser route and leave readable PNGs in the workspace).

Output

  • Analysis-only: suitability verdict + scores, object extraction, macro→micro hierarchy, geometry strategy, material/lighting recipe, animation/destruction feasibility, plan + risks.
  • Implementation: the above briefly, then edit code; verify with typecheck/build + a screenshot.
  • Not feasible: name the blocker, ask for more views / cleaner image / accepted stylization / a narrower target. "This cannot reach the requested fidelity from this image" is a valid result.

Version History

  • 441af85 Current 2026-08-27 10:19

    v1.5.1 版本更新:新增角色支持(人体比例、骨骼绑定、蒙皮),引入相机拟合求解器、UV 展开、SDF 基元细分表面及多重质量验收门控机制,优化 CI 测试路径处理。

  • d667338 2026-08-08 08:37

    v1.5 beta版本新增角色专用通道(character track)、材质处理管线以及可运行的发布路径。

  • b604139 2026-08-04 19:14

    重构文档结构,将详细规则移至grimoire目录以减少上下文负载;新增强制本地状态管理机制,确保重建过程的状态持久化和可恢复性。

  • acd252c 2026-07-30 20:30

    新增CS2武器/手套皮肤重建流程;强化透明度与调试规范,要求明确列出每步变更证据及未匹配项;更新版本至1.5.0并调整许可证为Apache-2.0。

  • e8ff28a 2026-07-22 09:38

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