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

  1. Is Asset Foundry here? Look in this session's tool list for foundry_capabilities (a host may prefix it) and for an asset-foundry skill. 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).
  2. The loader. Which loader reads the files: three's GLTFLoader (r186) or drei's useGLTF (three-stdlib). They read different extensions — see the gotchas.
  3. 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.
  4. The assets. npx @gltf-transform/cli inspect <file> for each model: triangles, materials, texture sizes and formats, extensions used, animations, file size.
Installs
5
First Seen
6 days ago
web3d-assets — ssheleg/web3d-dev