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threejs-world-generation

将文字或结构化规格转为可编辑、可自由切换视角的Three.js三维世界,设计地形、区域、建筑、植被及相机路径,并检查空间衔接。

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Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage. Integrates OpenMontage's threejs_world tool with HyperFrames; do not use for a single isolated 3D object or a flat parallax scene.

集成工具Blender
AI 评分90分/ 100查看安装方法

适用场景

  • 根据文字创建连续的三维景观
  • 设计穿越多个区域的相机镜头
  • 调整局部地形或植被
  • 在制作完成前检查空间布局

中文介绍

功能

根据文字或结构化规格,构建包含地形、区域、地标建筑、植被和相机路径的Three.js三维世界。先确定整体布局,再逐区调整,并保留可复现的设置。从全景、区域和行人高度检查环境,修正地形接缝、物体未贴合地面及相机穿入物体等问题。输出后仍保留可编辑的世界规格和相机设置。

适用场景

适合制作穿越多个区域的影片,或需要从自由视角检查的环境。可以先用简单几何体验证布局,再用带纹理的素材完成制作。需要保留整个世界的位置关系、只修改局部时也适用。

使用示例

  • “创建一个有山脉、河流和村落的世界,并设计穿越各区域的相机路径。”
  • “保持整体布局,调整这个区域的植被密度。”

注意事项

使用OpenMontage的threejs_world和HyperFrames。高密度的成片使用Blender作为制作渲染器,同时管理素材许可证和来源。单个三维物体的生成属于其他任务。本技能本身不提供游戏物理、寻路数据或对用户操作的响应。

本介绍由 AI(OpenAI Codex)根据公开的 SKILL.md 撰写。准确的规格请查看下方原文。

客观评估

AI 仅根据 SKILL.md 的内容,从 4 个方面进行了评估。星标数和热度不计入评估。

指令清晰度能否看出何时使用、做什么
A良好明确说明用于生成连续三维世界,并排除单个独立物体。
步骤具体性步骤、输入输出和示例是否具体
A良好具体列出world_spec字段、生成代码、三类检查视角和质量标准。
安全性发送数据、删除文件、执行命令等是否有说明
A良好要求素材获批后才转为视频,并指定保留现有工作区的设置。
安装难易度所需工具和 API 密钥是否少且有说明
B部分不足需要OpenMontage、HyperFrames和Blender等工具,但未提供安装步骤。

总分按每项 A=25 分、B=15 分、C=5 分相加。 由 AI(OpenAI Codex)于 2026年10月23日 评估。仅供参考,安装前请同时查看原文。

如果您认为评估有误,请申请复核

请写明哪一项有误以及原因。无需登录。我们会对照 SKILL.md 重新评估,并在此处更新结果。

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包含的文件(4)

  • SKILL.md8.0 KB
  • agents/openai.yaml265 B
  • references/world-spec.md4.5 KB
  • references/worldclaw-principles.md3.0 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Three.js World Generation

For production meshes and Blender assembly, also read 3d-asset-generation. Three.js remains the semantic interactive/blockout renderer; Blender is the production renderer when the brief calls for dense reference-grade scenery.

The production handoff must include target dimensions for imported assets, semantic scatter exclusion zones, terrain-following water/path geometry, landmark visibility policy, camera clearance, and global/regional/walk review frames. These are world-spec contracts, not manual Blender cleanup notes.

Create a persistent scene graph, not a sequence of unrelated 2D shots. Preserve the user's explicit constraints, infer missing construction details separately, establish the global terrain first, and refine selected regions without disturbing the world-wide spatial contract.

Choose the fidelity tier explicitly

  • blockout: procedural primitives, vertex colors, semantic/layout validation, fast iteration. Never call this production-quality, reference-grade, or visually equivalent to WorldClaw.
  • production: licensed local GLTF/GLB catalogs, a minimum eight-model palette across four semantic categories, three PBR terrain layers, asset provenance, walk-level repetition review, and no primitive landmark fallback.

For a hero video or any reference showing populated textured environments, use production. If its catalog/material/provider requirements cannot be met, stop at preflight or the asset gate. Do not render a blockout as the final deliverable.

Read first

  • Read references/worldclaw-principles.md when planning or explaining the coarse-to-fine method.
  • Read references/world-spec.md before authoring a world_spec or calling threejs_world.
  • Read hyperframes-core, hyperframes-animation, and hyperframes-animation/adapters/three.md before editing the emitted workspace.
  • Read threejs-loaders, threejs-materials, threejs-textures, threejs-lighting, and threejs-postprocessing for production-tier work.

Route the request

  • Use the animation pipeline for design-led, explanatory, abstract, or music-led world films.
  • Use the cinematic pipeline for trailer-like mood, dramatic reveals, or source-plus-world edits.
  • Choose HyperFrames when the deliverable is the code-native Three.js world. Choose Blender for reference-grade hero rendering and FFmpeg only to package Blender's numbered frames and approved audio. Record that choice at proposal; do not silently switch after approval.
  • Keep this as a capability inside existing pipelines. Do not create a new pipeline merely because a scene is 3D.

Workflow

1. Separate intent from completion

Record two lists before planning:

  • explicit_constraints: only facts the user supplied.
  • inferred_details: scale, region coverage, terrain operators, densities, palette refinements, and camera details added to make the world executable.

Never smuggle an inferred landmark, biome, or story beat into the explicit list.

2. Plan globally

Author one shared world_spec containing:

  • world scale, terrain resolution, elevation range, and seed;
  • semantic regions with normalized centers, radii, landform operators, palette, and scatter recipes;
  • atmosphere and lighting shared across all regions;
  • explicit landmarks with stable IDs and world-space placement;
  • a complete camera path with time, position, target, and field of view.

Prefer 3-7 regions. Each region must contribute a distinct silhouette, surface read, or functional role.

3. Build the terrain foundation

For production, first call threejs_asset_catalog to install rights-safe catalogs under projects/<id>/assets/3d/catalogs/<catalog-id>/. Record source, license, archive hash, model inventory, and every selected model in the asset manifest. Then call threejs_world with quality_tier: "production" and the installed catalog paths.

from tools.graphics.threejs_world import ThreeJSWorld

result = ThreeJSWorld().execute({
    "operation": "build",
    "world_spec": world_spec,
    "output_path": "projects/<id>/hyperframes",
    "duration_seconds": 60,
    "render_mode": "cinematic",
    "quality_tier": "production",
    "asset_catalog_paths": ["projects/<id>/assets/3d/catalogs/kenney-nature-kit"],
})

Treat world.json, world-spec.js, world-runtime.js, and world-report.json as editable assets. Do not flatten them into a video until the assets gate is approved.

4. Inspect regionally

Build a second pass with render_mode: "semantic" or "wireframe" when spatial problems are hard to see in the cinematic material pass. Inspect snapshots from global, regional, and walk-level viewpoints.

Maintain an issue queue with stable subjects:

  • terrain transition or silhouette;
  • landmark scale, pose, or contact;
  • scatter density, slope rejection, or repetition;
  • material contrast and atmosphere;
  • camera clearance, clipping, or weak framing.

Fix only the affected region or object when possible. Preserve the seed, region IDs, camera times, and unrelated parameters.

5. Refine with bounded loops

Run at most three render-guided refinement rounds:

  1. build the workspace;
  2. run the unified HyperFrames check gate and snapshot representative times;
  3. inspect frames and update the issue queue;
  4. change the narrowest relevant spec fields;
  5. rebuild with the same seed and compare.

Stop when no substantial issue remains or the iteration budget is reached. Report residual limitations rather than disguising them with overlays.

6. Compose without overwriting

For browser-native delivery, set render_runtime: "hyperframes" and composition_mode: "atelier"; video_compose must preserve the authored workspace. For reference-grade video, render a Blender PNG sequence with resume: true, then set render_runtime: "ffmpeg" for packaging. Preserve the world spec and .blend as the editable source of truth.

Quality gates

  • Terrain is continuous and region boundaries blend without obvious seams.
  • Every landmark touches its support surface and remains inside world bounds.
  • Scatter respects region affinity, slope limits, and deterministic seed behavior.
  • Global, regional, and walk-level frames all read as the same continuous world.
  • Camera paths remain above terrain, avoid clipping, and provide at least one scale-establishing reveal.
  • World source remains editable after render: regions, landmarks, camera keys, and palette have stable IDs or fields.
  • HyperFrames check and post-render review pass before delivery. Use the legacy validate or inspect operations only when supporting an older runtime.
  • Production beauty frames contain textured assets at foreground, midground, and background depths; no dominant object may read as an untextured box, cone, octahedron, or dodecahedron.
  • Production requires at least four semantic asset categories, eight distinct models, three PBR terrain layers, one regional composition review per camera-critical region, and explicit repetition/contact findings.

Boundaries

  • The production catalog path materially improves geometry and surface richness, but it still does not reproduce WorldClaw's GPT-Image-2, SAM3, SAM3D, Hunyuan3D, BlenderMCP, or four-H20 implementation.
  • Do not claim articulated assets, game physics, navigation meshes, or interaction logic unless another tool explicitly adds them.
  • Do not use unseeded randomness, wall-clock animation, remote models, or render-time asset fetches.
  • Do not delete the lower-level threejs-* skills. They are the subsystem references used when extending this runtime.

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