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Claude Code skills for interactive three.js explainers and living 3D worlds: living anatomy, living dioramas, photo freeze-frames, science visualisers.

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threejs-skills

Claude Code skills for building interactive, simulation-driven three.js explainers and living 3D worlds. Each skill is a method distilled from a real build: contracts first, parallel builder agents on disjoint files, integration, then adversarial review and screenshot QA. The skills include reference code, harness scripts and the lessons that cost real time.

Skill Builds Distilled from
living-anatomy A living, physiologically simulated organ or body system (an eye that follows you, a beating heart, breathing lungs) with cutaways, readouts and medical-aid explainers "The Living Eye"
living-diorama A self-running isometric low-poly miniature world (station, harbour, hospital ward, factory) with day/night, weather or shifts, and scheduled vehicles and people trainstation
photo-freeze-frame An explorable 3D freeze-frame of the moment in a photo (launch, eruption, wave), camera-calibrated to the photo, with terrain from OpenStreetMap and an optional physics explainer starship-launch
science-visualiser A "how it works" explainer of a mechanism (engine, rifle action, clock escapement) with a Blender-scripted model, a physics simulation driving the animation, cutaway/x-ray/exploded views and live charts engine and rifle builds

Install

In Claude Code:

/plugin marketplace add joonsp/threejs-skills
/plugin install threejs-skills@threejs-skills

Then ask for what you want ("make a 3D beating heart that reacts to exercise", "a living isometric harbour") and the right skill triggers, or invoke one directly, such as /threejs-skills:living-diorama. Update with /plugin marketplace update threejs-skills.

Without the plugin system, copy or symlink a folder from skills/ into ~/.claude/skills/. opencode reads skills from that same path.

Requirements

  • Node.js and npm or pnpm. The skills scaffold Vite + TypeScript + three.js projects.
  • Playwright Chromium for the headless screenshot and QA scripts.
  • A GPU. The screenshot scripts render through ANGLE/Vulkan by default; SW=1 (or --sw in living-diorama) forces SwiftShader software rendering, which is very slow and pins the CPU. Never make performance decisions from it.
  • science-visualiser: Blender, run headless (scripts/blender_run.sh). Previews render with Cycles on the first available GPU backend; CYCLES_CPU=1 allows the CPU. Without Blender, the skill builds geometry in three.js instead.
  • photo-freeze-frame: Python 3 with numpy for camera calibration, sun position and the OpenStreetMap fetch.
  • The full builds are orchestrated with Claude Code's Workflow tool (multi-agent workflows). living-diorama also documents running the phases by hand in harnesses without it (references/opencode.md). The other skills can be scaled down to a single agent for small demos.

Cost

These are large builds. A flagship living-anatomy run took about 4M subagent tokens and 5–6 hours; a photo-freeze-frame build with polish took about 8M tokens and 10+ hours. The skills tell Claude to state the cost and get a go-ahead before starting, and to scale down for small requests.

Notes

  • photo-freeze-frame works from someone else's photo. Keep the reference photo out of anything you publish unless its licence allows it. OpenStreetMap-derived data is ODbL and needs attribution, which the starter includes.
  • Each skill's references/lessons.md records the pitfalls from its source build. Read it before changing the method.

License

MIT. See LICENSE.

About

Claude Code skills for interactive three.js explainers and living 3D worlds: living anatomy, living dioramas, photo freeze-frames, science visualisers.

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