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metadata
name: img2threejs
description: >-
  Turn an object or character reference image into a quality-gated,
  animation-ready procedural Three.js model built in code. Use for image-to-3D
  reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized
  human characters, sculpt specs, and staged code generation.
license: MIT
version: 1.3.0

img2threejs — Image to procedural Three.js

Rebuild the object visible in a reference image as a code-only procedural Three.js model, gated by a staged sculpting pipeline and an AI-vision self-correction loop. This is reconstruction-by-code, not photogrammetry, mesh extraction, or downloaded art packs.

Agent-agnostic: works under Claude Code, Codex, or OpenCode. Wherever this doc says "agent vision" or "agent browser tool", use whatever the host provides — native image reading, a browser MCP (playwright/chrome-devtools), the project preview, or a user-supplied screenshot.

When To Use

The user attaches/points to an object image and wants a procedural Three.js model, a reconstruction/animation/destruction plan, a sculpt spec, or code. Also for material studies, action-ready props, game objects, botanical/mechanical parts, and stylized reconstructions.

Core Promise

Sculpt from a photo, in order — never one-shot a mesh:

  1. Validate the image is a suitable 3D target (grimoire/intake/validation_rubric.md).
  2. Assess object class + complexity, then write a qualityContract before any code.
  3. Spec it: component hierarchy, materials, lighting, pivots, sockets, action anchors.
  4. Build pass-by-pass from blockout → structure → form → material → lighting → interaction → optimization.
  5. Verify each pass with a screenshot compared against the reference; fail a pass if an identity-defining feature is wrong even when the global score looks fine.

State explicitly when output is approximate/stylized/low-poly. A single image cannot reveal hidden sides or guarantee exact geometry — say so instead of faking confidence.

Required Inputs

  • one image path / screenshot / URL / attached image (if missing or unreadable, ask)
  • intended use: prop, game object, hero render, playable/destructible object, animation rig (default: real-time browser prop with interactive performance)

The Loop (scripts do enforcement; agent vision does judgment)

Run scripts from the skill root (forge/...). Pure Python 3.10+ stdlib, no pip installs. Full flags: grimoire/scripts.md. Never let a script score visuals — that is the agent's job.

  1. Probe local images: forge/stage1_intake/probe_image.py <image> (metadata only, not a visual check).
  2. Pre-Spec Assessment Gate — classify + score complexity + write the quality contract: forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --complexity <simple|moderate|complex|ultra-complex> --out assessment.json. Rules: grimoire/intake/quality_contract.md. Set objectClass.primaryDomain (object | character | hybrid) and fill the seeded detailInventory (its targetMinDetails scales with complexity). 2b. Detail inventory (do not skip for detailed subjects) — scan zones and enumerate every identity-defining small detail (gloss, bevel, fasteners, linework, contours, stains): forge/stage1_intake/build_detail_inventory.py <image> --mode grid-3x3 --out-dir <dir> --out di.json. Each detail MUST map to a component.localFeatures or material.localOverrides entry — never prose only. Taxonomy + 3D-term recipes: grimoire/intake/detail_inventory.md. 2c. Character/hybrid subjects — capture head-unit proportions + facial/body landmarks: forge/stage1_intake/extract_landmarks.py <image> --out anatomy.json --overlay overlay.png, then fill preSpecAssessment.anatomy. Route: grimoire/character/reconstruction.md. For maximum likeness use the projection-first path (grimoire/character/likeness_maximization.md): solve the camera (stage1_intake/solve_camera_pose.py), de-light the photo (stage1_intake/delight_albedo.py), and project it onto the fitted mesh (stage3_build/bake_projected_texture.py). A single image cannot guarantee 100% likeness — report per-region confidence and request more views for a real person.
  3. Author the spec from the assessment: forge/stage2_spec/new_sculpt_spec.py "Name" --image <img> --assessment assessment.json --out object-sculpt-spec.json. Replace generic starter featureReviewTargets with the object's real identity-defining systems (≤5 critical, ≤3 important per pass); for characters add anatomy-proportion, face-landmark-placement, pose-silhouette, outfit-and-palette. Use 3D-graphics terms only (grimoire/glossary/3d_vocabulary.md), never "nice/smooth/shiny". Classify every component's topologyClass/topologyRationale per grimoire/intake/surface_topology.md before picking a primitive — this is what prevents a continuous organic form from being picked as a box.
  4. When material fidelity matters and a source image exists, analyze each material's finish then extract reference PBR evidence, both per crop (crop the correct region — verify the crop is on the part you think it is):
    • forge/stage1_intake/analyze_texture.py <crop> --spec spec.json --material-id <id> --in-place classifies the finish (gem-metal | gemstone | painted-metal | worn-composite | brushed-steel | plastic), extracts the gradient palette, and writes doc-grounded MeshPhysicalMaterial scalars (metalness/roughness/clearcoat/transmission/ior/anisotropy/envMapIntensity) onto the material. Recipes + Three.js texture/PBR rules (colorSpace, CanvasTexture/DataTexture, height→normal) live in grimoire/build/threejs_texture_reference.md. Rule of thumb: solid albedo for flat paint, real reference crop for patterned finishes (doppler/quartz/hydro-dip/camo).
    • forge/stage1_intake/extract_pbr_evidence.py <crop> --out-dir <dir> --material-id <id> --target-threshold 0.7. Confidence < 0.7 is a stop/refine-input signal, not a pass. It is inference, not inverse rendering.
  5. Validate, then strict-validate before generating code: forge/stage2_spec/validate_sculpt_spec.py object-sculpt-spec.json then --strict-quality. Strict blocks shallow specs (a complex object with one root, no repetition systems, no local overrides, no micro groups is NOT implementation-ready even if JSON validates).
  6. Locked build passes — only touch the currently unlocked pass: forge/stage3_build/orchestrate_passes.py status object-sculpt-spec.json forge/stage3_build/orchestrate_passes.py check object-sculpt-spec.json --pass-id <pass> forge/stage3_build/generate_threejs_factory.py object-sculpt-spec.json --out src/createObjectModel.ts (generator is pass-gated: a future --pass-id fails until prior passes are reviewed continue).
  7. Render the current pass in a browser/preview, capture a screenshot at a review viewpoint.
  8. Package one side-by-side sheet, then inspect it with agent vision: forge/stage4_review/make_comparison_sheet.py --reference <img> --render <shot> --out cmp.png --json.
  9. Record the review (overall + per-layer + per-feature scores + decision): forge/stage4_review/append_review.py object-sculpt-spec.json --pass-id <pass> --fidelity <0-1> --action <continue|refine-spec|refine-code|request-input|stop> --summary "..." --render-screenshot <shot> --comparison-image cmp.png --ai-vision-score <0-1> --layer-scores-json '{...}' --feature-reviews-json <f.json> --in-place.
  10. Sync pipeline state after manual review edits: forge/stage3_build/orchestrate_passes.py sync object-sculpt-spec.json --in-place.

Gates (do not skip)

  • Suitability + reference integrity: pass / conditional / reject before any planning (grimoire/intake/validation_rubric.md), AND every reference admitted via forge/stage1_intake/check_reference_admission.py (rejects empty/fragmented/tiny/duplicate/ undecodable refs with a reason). Intake understanding cross-checked by forge/stage1_intake/check_intake_correctness.py (halts on a confident class contradiction).
  • Divine Eye (the harness heart) — deterministic-first, model-last: the render evaluator is forge/stage4_review/divine_eye.py — a zero-token multi-signal ensemble (IoU/scale HARD gates; proportion/symmetry-parity/pHash/SSIM/edge/blowout/flat/tonal-parity soft) with self-uncertainty (probe on signal disagreement) and deterministic routing (continue/refine-spec/refine-code/ probe). The VLM (forge/stage4_review/vlm_gate.py) is a gated, calibrated, cross-checked last layer: never consulted on a hard-gate failure, multi-sample-voted, and can rescue a soft near-threshold reject but never grant past a hard geometric failure.
  • Multi-angle or it didn't happen: a non-planar form must hold from ≥2 camera angles. forge/stage4_review/diagnose_render_multi_angle.py flags degenerate-view when an orbited silhouette collapses (a flat plane faking a volume). Orbit angles use reference-free self-consistency — never scored against a reference angle the photo doesn't cover.
  • Bounded correction loop (token-burn safety): forge/stage4_review/correction_loop.py guarantees termination (success/repeated-defect/oscillation/plateau/hard-ceiling), escalating to request-input — never a silent infinite burn.
  • Tier 1 (legacy, still valid): "Tier 2 (AI-vision) never runs against a render that has not passed Tier 1." Run forge/stage4_review/diagnose_render.py (silhouette IoU/proportion/symmetry/per-part color) and record it (--spec ... --in-place) before requesting a comparison sheet; orchestrate_passes.py check refuses otherwise.
  • Pre-spec / strict-quality: blocks code gen until the spec is deep enough for its contract.
  • Screenshot feedback: continue is allowed only with a render + comparison sheet + global AI-vision score ≥ threshold (default 0.7) AND every critical feature ≥ its own threshold. Details + per-layer scorecard: grimoire/feedback/render_capture.md.
  • Action-ready: build a runtime hierarchy (pivots, sockets, colliders, destruction groups), never an inert lump; expose root.userData.sculptRuntime. grimoire/readiness/action_rigging.md.
  • Attachment: child appendages (branches/limbs/handles/tubes) need attachment.parentSocket, localStart, localEnd, contactType, embedDepth/overlap, gapTolerance — no mid-air parts. grimoire/readiness/joint_attachment.md.
  • Material/lighting: grimoire/feedback/shading_realism.md — independent PBR channels (never alias albedo into roughness/normal/AO), macro/meso/micro frequency bands, real lights.
  • Detail inventory: for moderate+ subjects strict-quality blocks code gen until the detailInventory reaches targetMinDetails and every detail maps to a real component/material entry (gloss needs low-roughness/clearcoat; fasteners need instancing/micro parts).
  • Character track: when primaryDomain is character/hybrid (or --character), the spec author auto-builds a stylized humanoid template (head/neck/torso/arms + hair, glasses, headphones, face features), flattened to world space under a hidden root, with per-part character materials and character build passes (proportion-lock, feature-placement). strict-quality requires a filled anatomy block (head-units, proportions, face landmarks) and character feature targets. Suitability routing for humans: grimoire/intake/validation_rubric.md (stylized vs maximum-likeness). Stylized bust, not a face-copy; refine positions per reference.

Self-Correction

After every pass, decide exactly one: continue | refine-spec | refine-code | request-input | stop. refine-spec fixes a wrong/missing/shallow spec (re-validate, don't patch code around it); refine-code fixes geometry/material/lighting that doesn't match a sound spec. Full root-cause guide + fidelity scale: grimoire/review/self_correction.md.

Implementation Rules (brief)

TypeScript + plain Three.js unless the project uses a wrapper. Group factory createObjectNameModel(spec, options), reconstruction data kept separate from renderer objects, deterministic seeds for all procedural noise. Prefer primitives / Shape extrude / curve+tube / instancing / displacement / generated canvas textures before any external art. Full geometry & material recipes + hard-won failure patterns: grimoire/build/geometry_patterns.md.

Output

  • Analysis-only: suitability verdict + scores, object extraction, macro→micro hierarchy, geometry strategy, material/lighting recipe, animation/destruction feasibility, plan + risks.
  • Implementation: the above briefly, then edit code; verify with typecheck/build + a screenshot.
  • Not feasible: name the blocker, ask for more views / cleaner image / accepted stylization / a narrower target. "This cannot reach the requested fidelity from this image" is a valid result.