web3d-assets
Installation
SKILL.md
web3d-assets — from a source to the frame, within a budget someone wrote down
A web 3D scene is usually slow for one reason: an asset arrived at the size its source made it. This skill moves an asset through a pipeline that ends in a file the loader reads, at a budget the project declared, with its origin and licence recorded — whoever made it.
First action — inspect, then report
- Is Asset Foundry here? Look in this session's tool list for
foundry_capabilities(a host may prefix it) and for anasset-foundryskill. Either present → new assets are ordered through it, and this skill supplies the target profile and the acceptance check. Absent → you source and process by hand, by the same principles (below). - The loader. Which loader reads the files: three's
GLTFLoader(r186) or drei'suseGLTF(three-stdlib). They read different extensions — see the gotchas. - The target. Is there a written target profile (budgets per asset and per scene, texture
size, allowed extensions, skinning yes/no)? No → write one first
(
references/budgets-and-profiles.md); a budget nobody wrote down is not a budget. - The assets.
npx @gltf-transform/cli inspect <file>for each model: triangles, materials, texture sizes and formats, extensions used, animations, file size.