threejs-object-sculptor

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Three.js Object Sculptor

Three.js 对象雕刻工具

Turn object images into an evidence-bound procedural reconstruction. The output may be a feasibility verdict, a build plan, or working code; every branch follows the same six stages.
将对象图像转化为基于证据的程序化重建成果。输出结果可能是可行性判定、构建规划或可运行代码;所有流程分支均遵循以下六个阶段。

Inputs and limits

输入与限制

Use every supplied view. If the target or intended use is ambiguous, resolve that ambiguity before committing to a representation. Otherwise, assume an interactive browser prop whose authored scale can be revised.
A single view determines only visible evidence. Hidden surfaces, thickness, absolute dimensions, material parameters, and articulation remain assumptions unless symmetry, known construction, extra views, or measurements constrain them. Label each assumption. Exact likeness, manufacturing dimensions, or an unseen mechanism requires the missing view or measurement; a stated stylized approximation is a valid alternative.
For a local image, set
<skill-dir>
to the directory containing this
SKILL.md
, then run
python3 "<skill-dir>/scripts/probe_reference_image.py" "<image>"
using probe_reference_image.py. It reports format, byte count, dimensions, aspect ratio, and metadata parsing status. That status describes file metadata only; visual inspection in stage 1 alone determines whether the pictured object is readable.
充分利用所有提供的视图。若目标对象或预期用途不明确,需先解决歧义再确定表现形式。否则默认将其视为可修改创作比例的交互式浏览器道具。
单一视图仅能提供可见证据。隐藏面、厚度、绝对尺寸、材质参数及活动关节等信息均为假设,除非对称性、已知构造、额外视图或测量数据能对其加以约束。需为每个假设添加标注。若要实现精确复刻、制造级尺寸或未可见的机械结构,需补充缺失的视图或测量数据;声明为风格化近似则是可行的替代方案。
对于本地图像,将
<skill-dir>
设置为包含此
SKILL.md
的目录,然后运行
python3 "<skill-dir>/scripts/probe_reference_image.py" "<image>"
,该脚本可参考probe_reference_image.py。它会报告图像格式、字节数、尺寸、宽高比及元数据解析状态。此状态仅描述文件元数据;唯有第一阶段的视觉检查才能判定图像中的对象是否可识别。

Six-stage sculpt

六阶段雕刻流程

1. Inspect

1. 检查

Inspect every view before planning geometry. Record:
  • the target boundary, crop, resolution, blur, occlusion, transparency, and conflicting subjects;
  • visible front/up cues, camera projection clues, a scale anchor when one exists, and view-to-view consistency;
  • which contours, negative spaces, contacts, material regions, and repeated features are directly observed;
  • which hidden forms or physical properties remain assumptions.
Visual inspection alone assigns an evidence readability verdict:
  • readable
    : the target and its dominant silhouette are clear enough to choose a reconstruction;
  • conditional
    : a useful approximation is possible with named assumptions, reduced scope, or another view;
  • unreadable
    : target identity or defining form is too ambiguous for a defensible reconstruction.
When conditional or unreadable evidence affects an identity-defining feature, request the smallest missing input or state the reduced claim. Inspection is complete when every supplied view is accounted for, the verdict has evidence, and every consequential uncertainty is explicit.
在规划几何结构前,先检查所有视图并记录:
  • 目标对象的边界、裁剪范围、分辨率、模糊度、遮挡情况、透明度及干扰元素;
  • 可见的正面/方向提示、相机投影线索、存在的比例锚点,以及视图间的一致性;
  • 直接观察到的轮廓、负空间、接触区域、材质区域及重复特征;
  • 仍为假设的隐藏形态或物理属性。
仅通过视觉检查给出证据可读性判定:
  • readable
    (可识别):目标对象及其主要轮廓足够清晰,可进行重建;
  • conditional
    (有条件可识别):通过明确假设、缩小范围或补充视图,可生成有用的近似模型;
  • unreadable
    (不可识别):目标对象的身份或定义形态过于模糊,无法进行合理重建。
当有条件或不可识别的证据影响到定义对象身份的特征时,请求补充最少的缺失输入,或说明简化后的成果范围。当所有提供的视图均已检查完毕、判定有证据支撑且所有重要不确定性均已明确时,检查阶段完成。

2. Decompose

2. 分解

Freeze one object coordinate frame and one authored unit. Partition the object coarse to fine:
  1. macro masses and the outer silhouette;
  2. meso parts, openings, contacts, joints, and repeated systems;
  3. micro features that remain visible at the closest required view;
  4. material regions and their observable response.
Mark identity anchors: silhouette breaks, negative spaces, signature proportions, distinctive joints, repeated rhythms, and local material or geometric features whose loss would change what the object is. Keep each anchor as an explicit component, boundary, field, or verification target; a later average that erases one fails the reconstruction.
Decomposition is complete when every visible identity anchor has one owner, every child part names its parent/contact, and every inferred part is labeled as an assumption rather than image evidence.
固定一个对象坐标系和一个创作单位。从粗到细对对象进行划分:
  1. 宏观体量与外部轮廓;
  2. 中型部件、开口、接触点、关节及重复结构;
  3. 在最近所需视图中仍可见的微观特征;
  4. 材质区域及其可观察的表现。
标记身份锚点:轮廓断点、负空间、标志性比例、独特关节、重复韵律,以及局部材质或几何特征——缺失这些特征会改变对象的本质。需将每个锚点作为明确的组件、边界、区域或验证目标保留;后续若通过平均化操作抹除其中任何一个,均视为重建失败。
当所有可见的身份锚点都有对应的归属、每个子部件都明确其父部件/接触对象、每个推断部件都标注为假设而非图像证据时,分解阶段完成。

3. Select representation

3. 选择表现形式

Choose a representation per semantic part, using the cheapest form that preserves its identity anchors and future ownership:
  • analytic primitive or beveled primitive;
  • lathe profile;
  • parallel-transport sweep;
  • shape extrusion or justified CSG;
  • instanced, batched, or card-based repeated detail;
  • a separately routed generated/deforming surface when these supports cannot express the target.
After choosing one or more of these branches and before implementation, read the matching sections of procedural object patterns and apply their construction and verification rules.
Keep separate nodes for parts that move, detach, change material independently, need picking/collision identity, or own an attachment. When a child part touches, enters, hinges from, or follows a parent, read attachment and joint correctness before blockout.
Selection is complete when every decomposed part has exactly one representation and owner, every rejected alternative has a concrete failure condition, and every conditional reference required by the selected branches has been applied.
为每个语义部件选择表现形式,选用能保留其身份锚点及未来归属的最简形式:
  • 解析几何体或带倒角的几何体;
  • 车削轮廓;
  • 平行传输扫掠;
  • 形状挤出或合理的CSG(构造实体几何);
  • 实例化、批处理或基于卡片的重复细节;
  • 当上述方式无法表达目标时,采用单独生成/变形的曲面。
在选择一个或多个方案并开始实现前,阅读程序化对象模式的对应章节,并应用其中的构建与验证规则。
为可移动、可分离、材质可独立变化、需要拾取/碰撞身份或带有附件的部件保留独立节点。当子部件与父部件接触、嵌入、铰接或跟随父部件时,需在搭建基础模型前阅读附件与关节正确性
当每个分解后的部件都有唯一的表现形式和归属、每个被否决的方案都有明确的失败条件、所选方案所需的所有条件参考均已应用时,表现形式选择阶段完成。

4. Block out

4. 搭建基础模型

Build only macro masses, dominant openings, coordinate frame, and identity-critical negative space. For feasibility or planning, the blockout is a dimensioned primitive/profile sketch; for implementation, it is renderable coarse geometry in the target repository.
Use the intended comparison camera before adding detail. Match framing and projection separately from object proportions so camera error does not become geometry. Preserve semantic node boundaries needed by later attachments or motion.
Blockout is complete when the target reads from silhouette alone in every required view, dominant proportions and negative spaces are within the declared tolerance, and geometry and layout carry the match without relying on material or micro detail.
仅构建宏观体量、主要开口、坐标系及对身份至关重要的负空间。若用于可行性分析或规划,基础模型为带尺寸标注的几何体/轮廓草图;若用于实现,则为目标仓库中可渲染的粗糙几何结构。
在添加细节前,使用预期的对比相机。分别匹配取景和投影,避免相机误差转化为几何误差。保留后续附件或动画所需的语义节点边界。
当从所有所需视图的轮廓即可识别目标对象、主要比例和负空间在声明的公差范围内、几何结构和布局无需依赖材质或微观细节即可匹配目标时,基础模型搭建阶段完成。

5. Refine applicable branches

5. 细化适用分支

Open only branches supported by the request and evidence, in this order:
  1. Structure: add meso parts, holes, seams, repeated systems, and attachment roots. Apply the attachment reference to every applicable child and verify contact before continuing.
  2. Form: add bevels, tapers, bends, profile changes, caps, asymmetry, and silhouette-affecting relief. Apply the chosen representation's pole, seam, winding, and frame rules.
  3. Material: separate base color from lighting; implement observable roughness, metalness, clearcoat, transmission, normal/bump/displacement, wear, or local masks. Band-limit detail to its screen footprint.
  4. Action: add stable pivots, sockets, independent nodes, or detachable groups only when the requested use needs them. For collider intent, name each semantic part's collider representation, units/frame, fit tolerance, and collision LOD independently of render LOD. For destruction intent, author stable breakable groups, seams and cut faces, fragment IDs/mass/pivots, and effect sockets. Keep authored metadata distinct from a physics solver claim.
  5. Performance: simplify by measured projected error; instance or batch only where semantic identity and update ownership survive.
After each opened branch, compare against its identity anchors before opening the next. Refinement is complete when every applicable branch meets its local criterion, every omitted branch is inapplicable rather than forgotten, and every identity anchor remains visible or structurally represented.
仅根据请求和证据支持的分支进行细化,顺序如下:
  1. 结构:添加中型部件、孔洞、接缝、重复结构及附件根部。对每个适用的子部件应用附件参考,并在继续前验证接触情况。
  2. 形态:添加倒角、锥度、弯曲、轮廓变化、封盖、不对称性及影响轮廓的浮雕。应用所选表现形式的极点、接缝、缠绕及坐标系规则。
  3. 材质:区分基础颜色与光照;实现可观察的粗糙度、金属度、清漆、透射、法线/凹凸/位移贴图、磨损效果或局部遮罩。根据细节在屏幕上的显示范围限制其精度。
  4. 交互:仅当请求的用途需要时,添加稳定枢轴、插槽、独立节点或可分离组。若用于碰撞体,需为每个语义部件的碰撞体表现形式、单位/坐标系、拟合公差及碰撞LOD(细节层次)单独定义,与渲染LOD区分开。若用于破坏效果,需创建稳定的可破碎组、接缝与切面、碎片ID/质量/枢轴及效果插槽。将创作的元数据与物理求解器的声明区分开。
  5. 性能:根据测量的投影误差进行简化;仅在语义身份和更新归属不受影响的情况下进行实例化或批处理。
每完成一个分支的细化后,先与身份锚点对比,再进行下一个分支。当所有适用分支均满足其局部标准、所有未处理分支均为不适用而非遗漏、所有身份锚点均可见或有结构上的体现时,细化阶段完成。

6. Verify

6. 验证

For code, run the target repository's syntax/type/build checks and its existing capture path. Inspect the final render directly. Keep comparison camera, projection, framing, viewport, exposure, and review lighting fixed across iterations.
Compare in this order:
  1. silhouette, proportions, and negative space;
  2. component placement, hierarchy, contacts, repeated rhythm, and any requested collider or fracture structure;
  3. form transitions and identity anchors;
  4. material response under neutral and grazing light;
  5. camera and reference-lighting match.
Route each mismatch to one cause:
  • ambiguity
    : evidence cannot determine the answer; request a view/measurement or reduce the claim;
  • decomposition
    : a part, boundary, or identity anchor is missing or owned incorrectly; revise stage 2;
  • implementation
    : the chosen representation is correct but its geometry, material, hierarchy, or filtering is wrong; revise stages 4-5;
  • camera-lighting
    : framing, projection, exposure, or illumination prevents a fair comparison; fix the review setup before judging the model.
Verification is complete when the artifact passes the checks appropriate to its branch, every required view has been inspected in the stated order, every remaining mismatch has a routed correction or explicit limitation, and the final report distinguishes observed fidelity from remaining assumptions.
对于代码实现,运行目标仓库的语法/类型/构建检查及现有捕获流程。直接检查最终渲染结果。在迭代过程中,保持对比相机、投影、取景、视口、曝光及评审光照固定不变。
按以下顺序进行对比:
  1. 轮廓、比例及负空间;
  2. 组件位置、层级、接触点、重复韵律,以及任何请求的碰撞体或断裂结构;
  3. 形态过渡及身份锚点;
  4. 中性光与掠射光下的材质表现;
  5. 相机与参考光照的匹配度。
将每个不匹配项归因于以下原因之一:
  • ambiguity
    (歧义):证据无法确定答案;请求补充视图/测量数据或缩小成果范围;
  • decomposition
    (分解问题):缺失部件、边界或身份锚点,或归属错误;修改第二阶段;
  • implementation
    (实现问题):所选表现形式正确,但几何结构、材质、层级或过滤处理错误;修改第四至第五阶段;
  • camera-lighting
    (相机与光照问题):取景、投影、曝光或光照影响了公平对比;在评判模型前修正评审设置。
当成果通过对应分支的检查、所有所需视图均已按指定顺序检查完毕、所有剩余不匹配项均有对应的修正方案或明确限制、最终报告区分了已实现的保真度与剩余假设时,验证阶段完成。

Result

结果

Return the evidence-readability verdict, evidence and assumptions, decomposition and identity anchors, representation decisions, branch results, verification evidence, and remaining limits. For implementation requests, edit the target code and report only checks and images actually inspected.
返回证据可读性判定、证据与假设、分解结果与身份锚点、表现形式决策、分支成果、验证证据及剩余限制。对于实现请求,编辑目标代码并仅报告实际检查的结果与图像。