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Pro 3d Workspace

Comprehensive skill designed for expert, building, experiences, three. Includes structured workflows, validation checks, and reusable patterns for creative design.

SkillClipticscreative designv1.0.0MIT
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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

TechnologyUse CasePerformance
Three.jsGeneral-purpose 3D renderingGood, wide ecosystem
React Three FiberThree.js with React component modelGood, declarative
Babylon.jsGame-like 3D applicationsExcellent, built-in physics
WebGPUNext-gen GPU accessBest (emerging standard)
A-FrameVR/AR web experiencesGood for VR, easy setup

Scene Composition

Scene Graph:
ā”œā”€ā”€ Camera (PerspectiveCamera)
│   └── Controls (OrbitControls / FlyControls)
ā”œā”€ā”€ Lighting
│   ā”œā”€ā”€ AmbientLight (base illumination)
│   ā”œā”€ā”€ DirectionalLight (sun-like shadows)
│   └── PointLight (local highlights)
ā”œā”€ā”€ Environment
│   ā”œā”€ā”€ Skybox / HDR environment map
│   └── Ground plane with shadows
└── Objects
    ā”œā”€ā”€ Meshes (geometry + material)
    ā”œā”€ā”€ Groups (logical collections)
    └── Instanced meshes (repeated objects)

Asset Pipeline

StageToolOutput
ModelingBlender, Maya, 3ds MaxSource files (.blend, .ma)
ExportglTF exporter.glb / .gltf files
Optimizationgltf-transform, Draco compressionCompressed assets
LoadingGLTFLoader with loading managerScene-ready meshes
RuntimeLOD system, frustum cullingOptimized rendering

Configuration

ParameterTypeDefaultDescription
rendererstring"threejs"Renderer: threejs, r3f, babylonjs, aframe
frameworkstring"react"Frontend framework: react, vue, vanilla
target_fpsnumber60Target frame rate
mobile_supportbooleantrueInclude mobile optimization guidance
asset_formatstring"gltf"Primary asset format: gltf, obj, fbx

Best Practices

  1. Use glTF as your primary format — glTF is the "JPEG of 3D" — compact, widely supported, and optimized for web delivery. Use Draco compression for meshes and KTX2 for textures to reduce file sizes by 60-80%.

  2. Implement LOD (Level of Detail) — 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.

  3. Batch draw calls — 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.

  4. Lazy load 3D assets — 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.

  5. Test on real mobile devices — 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 — 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 — 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 — 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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