Skip to content
cccskills
FreePublished on GitHub

calibrate-model

Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.

The English summary is being prepared. Showing the original description.

See how to install

Files included (4)

  • SKILL.md1.5 KB
  • references/direct-engine.md798 B
  • references/react.md1.0 KB
  • references/web-components.md776 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Model calibration

Measure each unique GLB once with inspect-glb, only trusting bounds when boundsSource is vertices, and keep one tuning record per asset:

const ASSET_TUNING = {
    model: {
        boundsSource: 'vertices', dims: [8, 7, 18], center: [0, 2.5, 0], groundOffset: 1,
        intended: { dimension: 'length', size: 18 }, scale: 1, y: 1, yaw: 180
    }
} as const;
  1. Pick the dimension that defines the model's real size, in metres or relative to an already calibrated model.
  2. Set scale = intendedSize / measuredDimension and, for floor-resting models, y = groundOffset * scale. Record a deliberate offset for models that should not rest on the floor.
  3. Confirm facing once in the running app and record yaw.

Nest three levels so a root position means the same for every asset: the semantic root, a yaw wrapper, then the visual child with the scale and local position (-center.x * scale, y, -center.z * scale). Apply calibration once, never per instance.

Place the root on a measured support point, such as a mount point or raycast, not a global AABB maximum. Skinned bounds are bind-pose estimates; confirm contact in animated poses.

Read only the reference matching the code: direct Engine, React, or Web Components.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

See all skills by playcanvas

Report a problem with this skill