Pro 3d Workspace
Comprehensive skill designed for expert, building, experiences, three. Includes structured workflows, validation checks, and reusable patterns for creative design.
Pro 3D Workspace
A Claude Code skill for creating and managing 3D content, scenes, and assets within development workflows. Covers 3D modeling concepts, scene composition, Three.js and WebGL integration, asset pipeline management, and rendering optimization for web-based 3D experiences.
When to Use This Skill
Choose Pro 3D Workspace when:
- You're building web-based 3D experiences with Three.js or Babylon.js
- You need to set up a 3D asset pipeline for a web application
- You want to optimize 3D rendering performance in the browser
- You're creating interactive 3D product configurators or visualizations
- You need to work with 3D file formats (glTF, OBJ, FBX) in a web context
Consider alternatives when:
- You need 2D image editing or manipulation (use an image editor skill)
- You want canvas-based 2D drawing (use a canvas module skill)
- You need video editing or generation (use a video generation skill)
Quick Start
# Install the skill claude install pro-3d-workspace # Set up a Three.js project claude "Set up a Three.js scene with orbit controls, lighting, and a loaded glTF model" # Optimize 3D performance claude "My Three.js scene with 50 objects runs at 15fps on mobile. How do I optimize it to 60fps?" # Build a product configurator claude "Create an interactive 3D product configurator where users can change colors and materials on a shoe model"
Core Concepts
3D Web Technology Stack
| Technology | Use Case | Performance |
|---|---|---|
| Three.js | General-purpose 3D rendering | Good, wide ecosystem |
| React Three Fiber | Three.js with React component model | Good, declarative |
| Babylon.js | Game-like 3D applications | Excellent, built-in physics |
| WebGPU | Next-gen GPU access | Best (emerging standard) |
| A-Frame | VR/AR web experiences | Good for VR, easy setup |
Scene Composition
Scene Graph:
āāā Camera (PerspectiveCamera)
ā āāā Controls (OrbitControls / FlyControls)
āāā Lighting
ā āāā AmbientLight (base illumination)
ā āāā DirectionalLight (sun-like shadows)
ā āāā PointLight (local highlights)
āāā Environment
ā āāā Skybox / HDR environment map
ā āāā Ground plane with shadows
āāā Objects
āāā Meshes (geometry + material)
āāā Groups (logical collections)
āāā Instanced meshes (repeated objects)
Asset Pipeline
| Stage | Tool | Output |
|---|---|---|
| Modeling | Blender, Maya, 3ds Max | Source files (.blend, .ma) |
| Export | glTF exporter | .glb / .gltf files |
| Optimization | gltf-transform, Draco compression | Compressed assets |
| Loading | GLTFLoader with loading manager | Scene-ready meshes |
| Runtime | LOD system, frustum culling | Optimized rendering |
Configuration
| Parameter | Type | Default | Description |
|---|---|---|---|
renderer | string | "threejs" | Renderer: threejs, r3f, babylonjs, aframe |
framework | string | "react" | Frontend framework: react, vue, vanilla |
target_fps | number | 60 | Target frame rate |
mobile_support | boolean | true | Include mobile optimization guidance |
asset_format | string | "gltf" | Primary asset format: gltf, obj, fbx |
Best Practices
-
Use glTF as your primary format ā glTF is the "JPEG of 3D" ā compact, widely supported, and optimized for web delivery. Use Draco compression for meshes and KTX2 for textures to reduce file sizes by 60-80%.
-
Implement LOD (Level of Detail) ā Show high-detail models when close to the camera and simplified versions when far away. This single optimization can improve frame rates by 2-3x in scenes with many objects.
-
Batch draw calls ā Each material and mesh creates a draw call. Merge geometries that share materials, use instanced rendering for repeated objects, and keep unique materials under 20 for mobile targets.
-
Lazy load 3D assets ā Don't load all 3D content on page load. Show a lightweight preview or skeleton, then progressively load high-quality assets. Use a loading manager to show progress.
-
Test on real mobile devices ā Mobile GPUs are 5-10x less powerful than desktop. Test on mid-range Android devices (not just iPhones) and ensure you have a fallback for devices that can't handle 3D rendering.
Common Issues
Low frame rate on mobile ā Reduce polygon counts, limit texture sizes to 1024x1024, use simpler shaders (MeshBasicMaterial instead of MeshStandardMaterial where lighting isn't critical), and disable shadows on mobile.
Models appear black or have wrong materials ā Usually a lighting issue. Ensure you have both ambient light and at least one directional light. Check that the model's materials were exported correctly and that texture paths resolve properly.
Large file sizes for 3D assets ā Compress meshes with Draco, textures with KTX2/Basis Universal, and use quantization in gltf-transform. A 50MB raw glTF can often be reduced to 2-5MB with proper optimization.
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