moh4696/open-3d-skills

exploded-view

Builds interactive 3D explainers of how a machine or product works, in three.js, with a staged exploded view driven by a slider or scroll, x-ray shells, a section cut through the casing, labels pinned to parts with leader lines that never cover the model, a…

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/moh4696/open-3d-skills --skill exploded-view

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Exploded view

People understand a machine when they see it come apart in the order it was put together, with each part named where it sits. This skill does that in the browser: parts slide apart along sensible lines, outer shells go ghostly or get cut open, and labels follow their parts without ever sitting on top of the model.

Tools

FileWhat it does
assets/explode.jsExploder (staged explode), Labels (pinned labels with leader lines), Xray, Section (clipping plane through shells), Picker (hover and click)
assets/demo/A complete page: a code-built induction motor taken apart, with sliders, x-ray and section. ?explode=1, ?cut=1, ?xray=1 set the state

Requires three.js (r169 in the demo's import map). Build the model with threejs-scene techniques or load a GLB.

Build

1. Structure the model as parts

The unit of an exploded view is a part: a Group that moves as one. Make every part a direct child of one assembly group, and give each part its own materials (x-ray and hover change materials; shared ones would change every part at once).

For a GLB, regroup on load: walk the scene, and parent meshes into named part groups by their node names. Preserve world transforms when re-parenting (group.attach(mesh)).

2. Decide how each part moves

Per-part settings live on userData:

js
housing.userData = { shell: true, stage: 0, explode: [0, 0.32, 0] };   // lifts off first
rotor.userData   = { stage: 2, explode: [0.42, 0, 0] };                // slides out along the shaft last
  • explode: [x, y, z] is the offset at full explosion. Without it, the part moves away from the assembly centre (along axis if you pass one to Exploder), scaled by its distance.
  • stage orders the motion: stage 0 moves first, and each later stage starts when the previous is half done. Take things apart the way a mechanic would: covers and shells, then fasteners and caps, then the inner parts.
  • shell: true marks casings for x-ray and section cuts.

Lay out the exploded state like a technical illustration: one main axis (the shaft, the stack direction), parts spaced so each is clear of its neighbours, large shells moved off-axis (up) so the core stays visible.

js
const ex = new Exploder(assembly);
ex.set(t);   // 0 assembled .. 1 exploded; ease toward a target each frame for slider input

3. Label the parts

js
const labels = new Labels(document.querySelector(".labels"), camera, canvas);
labels.add(rotor, "Rotor", { note: "turns in the magnetic field", anchor: [0.03, 0.07, 0] });
// every frame, after renderer.render():
labels.update();

Labels sit in two columns at the screen edges, keep their anchors' vertical order and push apart when they would overlap; a leader line runs from each label to its anchor point. They follow the part as it explodes and hide when the part is hidden or behind the camera. Anchor each label on a point of the part that stays visible from the main view (the top edge, the end of a shaft), in the part's local coordinates.

Style .label, .label b, .label span, .leader and their .focus variants in CSS. On narrow phones, hide the labels and show the hovered or tapped part's name in one caption instead: two columns of labels do not fit beside a model on a 390 px screen.

4. X-ray and section

js
const xray = new Xray(assembly);      xray.set(true);          // shells to 14% opacity, no depth write
renderer.localClippingEnabled = true;
const section = new Section(assembly, [0, 0, -1]);  section.set(0);   // cut the shells' front half away; null = off

The section plane cuts only shells, so the interior stays whole inside an opened casing, the way a cutaway drawing shows it. Cut materials are made double-sided so the inside of the casing reads.

5. Picking

js
new Picker(canvas, camera, assembly.children, {
  onHover: (part) => highlightLabelOf(part),
  onPick: (part) => focusOn(part),
});

Hover tints the part's emissive slightly and switches the pointer cursor. A click can isolate the part, fly the camera to it, or open its description.

Camera and framing

  • Fit the camera to the assembly for the current screen shape, and let the distance follow the explode amount (the demo's autoDistance): close when assembled, pulled back when exploded. Stop doing it once the visitor zooms or orbits.
  • Raise OrbitControls.maxDistance above the fitted distance, or the controls silently clamp it and phones see a crop.
  • A three-quarter view slightly from above (the demo uses direction 0.42, 0.34, 1) shows ends and sides of a cylindrical machine at once.

Driving it from scroll

Map scroll progress to ex.set() through keys with holds, as scroll-film does for frames: assembled while the intro reads, explode stage by stage with a caption per stage, hold fully exploded, then section cut. The model is real-time, so the visitor can stop and orbit at any point.

Rendering

Product-shot lighting suits explainers better than a sky: a RoomEnvironment PMREM for reflections, one soft key light with shadows onto a ShadowMaterial floor, ACES tone mapping, and the page's own background colour as the clear colour (an opaque canvas defaults to black). Metals read through roughness 0.3 to 0.45 and metalness 0.8 to 0.95; painted parts through a clearcoat.

Accuracy

If the subject is a real product, use real part names and the real assembly order, and say in the page copy which internal details are illustrative. An explainer that is wrong teaches the wrong thing confidently.

du même dépôt

Autres Skills

Tous les Skills
moh4696
Communauté

alpha-cutout

Turns an AI-generated (or filmed) clip of a character or product into a transparent, web-ready animation by shooting it on a flat chroma plate and keying it with per-frame plate measurement and edge unmixing. Delivers stacked-alpha MP4 that plays with transparency in every browser including Safari, VP9 alpha WebM, or keyed WebP frame sequences for scroll scrubbing. Use when an animated subject has to sit over page content, between layers of type, or over a 3D scene, when someone asks for "transp

Installations / 1h
2
GitHub Stars
30
Mis à jour
31 oct.
moh4696
Communauté

cursor-rig

Makes a painted or illustrated character turn its head to follow the visitor's cursor, looking like one continuous painting that moves, without a 3D model or face tracking. Generates head-pose keyframes with an image-editing model and head-turn clips with an image-to-video model, then builds a pose grid on one fixed body (selected by measured head position, aligned, masked, with optical-flow in-betweens) and plays it with a spring-driven canvas player that also blinks. Use when someone wants a h

Installations / 1h
2
GitHub Stars
30
Mis à jour
31 oct.
moh4696
Communauté

frame-capture

Records any web page (three.js, WebGL, canvas, GSAP, CSS animation, scroll-driven video) to a perfectly smooth 60 fps MP4 by running the page on a virtual clock, one exact frame at a time, and puts two recordings against each other as a labelled stacked or side-by-side comparison. Use when someone wants a video of a site, a demo clip for X or YouTube, a scroll-through, a showcase reel of a 3D scene, or a "model A vs model B" comparison video. Also use when a screen recording of an animated page

Installations / 1h
2
GitHub Stars
30
Mis à jour
31 oct.
moh4696
Communauté

motion-assets

Plans and generates the images and video clips an animated website needs with AI image and video models, without wasting money. Covers proposing the concept and asset list with exact prompts and costs before spending, keeping one style across every asset, start and end frames for clips that chain or loop, choosing a model by what it can do, calibrating cost, staying under rate limits, recovering failed jobs, fixing loops and outpaints, and logging every prompt so the project can be rebuilt. Use

Installations / 1h
2
GitHub Stars
30
Mis à jour
31 oct.