3d-orbit-inspect-demo
Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button.
Install / Use
npx skills add MengTo/Skills --skill 3d-orbit-inspect-demoInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
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Development & EngineeringSupported Platforms
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Our assessment of 3d-orbit-inspect-demo
3d-orbit-inspect-demo scores 88/100 on our quality scale, 1936th of 4,588 Development & Engineering skills we index (top 43%).
Its SKILL.md is 9.7 KB long, well organised into 8 sections and no code examples: a thorough specification that gives an agent plenty to work with.
With 6,252 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 16 days ago, so 3d-orbit-inspect-demo is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
3d-orbit-inspect-demo compared with similar skills
All 4 of these similar skills score higher than 3d-orbit-inspect-demo; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| 3d-orbit-inspect-demo (this skill)by MengTo | 88 | 6.3k | 16d ago | SKILL.md |
| ai-job-searchby MadsLorentzen | 100 | 45.4k | today | CLAUDE.md |
| claude-howtoby luongnv89 | 100 | 41.8k | 9d ago | CLAUDE.md |
| algorithmic-artby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
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Frequently asked questions
- How do I install 3d-orbit-inspect-demo?
- Run
npx skills add MengTo/Skills --skill 3d-orbit-inspect-demo. The install tabs above show the steps for each supported agent. - Which AI agents does 3d-orbit-inspect-demo work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is 3d-orbit-inspect-demo safe to use?
- It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is 3d-orbit-inspect-demo still maintained?
- The repository was last updated 16 days ago, so 3d-orbit-inspect-demo is actively maintained.
Skill content
View source on GitHubname: 3d-orbit-inspect-demo description: Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.
3D Orbit and Inspect
Three.js · WebGL. No OrbitControls, no custom shaders.
The mechanism: hover leans the camera a few degrees around the object with a gain that rises only while a raycast hits it, and click hands the object (not the camera) to a second render layer that lifts it to a fixed spot in front of the lens. The two modes share no state except one rule: the lean freezes whenever a click is possible or the piece is in the hand. Remove that rule and the target slides out from under the click.
Nearest skills: webgl-3d-object (a floating mesh, no inspect), 3d-virtual-tour (its "orbit inspection" is one mode of a walkthrough; the camera itself flies). Reach for this when there is one object and two gestures on it.
Reuse demo.html: the joint, the room, the lean, the lift and the return are all in one module. Copy updateLean, updateHand, openInspect, closeInspect, the pointer block and draw. Swap the meshes for your own object; nothing else names the joint except FROM, RR and Q_BENCH.
What is and is not in the source
Kibori (kibori.html, section "8b. Inspect — pick an item up") has click-to-lift with drag-to-turn, an idle wheel, a "Look closer" cue and a zoom-in cursor on hover, and close by click-away, Esc, scroll or its Close button. It has no hover orbit: the camera only leans a few degrees as scroll dollies it between stations. It also has no free zoom, because wheel is the page scroll and closes the piece. So:
- Ported unchanged: the item is lifted, the camera is not flown; the layer-1 second pass; the
1-(1-k)^4.4lift ease; 1.0 s in, 0.60 s home, 0.28 s fast close; the way home straightens before it descends (sstep(0,.36)thensstep(.24,1)); drag 0.0085 / 0.0065 rad per px; spin dampingexp(-2.4 dt); idle turn 0.26 rad/s after 2.2 s; click = under 6 px and 600 ms; the band between the top bar and the caption; the cue pill. Not ported: Kibori's hand-written tone-mapping pass and blur of the room behind the piece; the demo usesACESFilmicand a flat dim. - Built here in the Kibori manner: the hover lean, the wheel/pinch dolly, arrow-key and +/- control, focus return, the live region, the touch sway.
Rules, each with the failure it prevents
- Freeze the lean on pointerdown and while inspecting. Otherwise the camera keeps easing during a 100 ms click and the raycast at pointerup misses a piece that moved 6 px. Raycast again at pointerup, on the same layer the piece is on.
- Gain from a raycast, target from the pointer relative to the piece.
grises to 1 only while the ray hits (tau 0.30 s); the target isclamp((pointer - pieceCentre)/(0.18 W), -1, 1). Screen-centre pointer maps make the piece drift whenever the mouse is anywhere on the page. - Bound and damp. Azimuth ±0.30 rad, elevation ±0.09 rad,
1 - exp(-4.5 dt). Unbounded lean turns the object edge-on; an undamped one jitters with a 1 px mouse. - Hover is the last pointer, not a media query.
(hover:hover)lies on hybrid laptops and headless Chrome. ReadpointerTypeonpointermove; touch gets a slow sway (±0.6 of the bound at 0.55 rad/s) so the depth is still shown without hover. - Click and drag are one pointerdown. Under 6 px and under 600 ms opens; anything else is a drag and never opens. In the hand the same 6 px test separates "turn" from "click away". Set
touch-action:noneon the canvas only while inspecting, so the page can still scroll when it is not. - Lift by layer, not by clone or
.visible. The piece moves to layer 1, the room renders on layer 0, a fullscreen quad at opacity0.80 egoes between,clearDepth(), then layer 1. Lights needlayers.enable(1)or the lifted piece renders black. The scene needsbackground = nulland manualclear(); a scene background re-clears pass two. - Perspective-true hand-off, no pop. Interpolate in camera space:
x/zandy/zlinearly, then multiply by the lerped depth. A world-space lerp slides in depth and the piece hardly moves sideways for the first 100 ms. The world "from" pose is stored, never re-read from the moving object, so a cancelled lift lands on the exact bench pose (verified equal to four decimals after Esc at 150 ms). - Hold the camera in the hand; never chase it. The hand pose is defined in camera space; if the lean keeps easing while inspecting, the piece swims. Freeze it, resume on close.
- Sit at the band's middle, sized by it.
fit = min(0.92 bandH, 0.88 W) / (2 R ppu)withppu = H / (2 D tan(fov/2)), D = 1.0 m. Measure the caption's settled top (top - 14 - 40) before it fades in; a piece sized for the whole viewport runs under the caption. - Close is its own clock. On close,
e0 = r0 = insOut(k)andkrestarts from 1; a piece turned further takes up to 1.5x longer (span). Closing from the middle of the lift must not restart from zero. - Zoom is eased and bounded. 0.70 to 1.45 of fit, wheel
exp(-dy 0.0012), ease1 - exp(-8 dt), pinch by finger distance ratio. Past 1.5 the piece overlaps the caption; below 0.7 it is smaller than it sat on the bench. Reset to 1 on close. - Pitch is bounded and relaxes. 0.25 to 1.30 rad, home 0.72, pull home at
exp(-0.35 dt). A flat timber turned past ~1.3 is a hairline. - Keyboard and focus. A real button opens (
Inspect the joint); Enter and Space work. On open, focus the Close button and set the captioninert = false; Tab is trapped to it; arrows turn 0.14 rad,+-zoom 15%, Esc closes. Return focus to the opener after the page copy is visible again: the copy isvisibility:hiddenwhile inspecting andfocus()on a hidden element silently does nothing. - A live region, not aria-live on the dialog. Announce "Inspecting ..." on open and "Back on the bench." on close through a separate
role=statusnode, cleared then set 30 ms later so a repeat is announced.
Numbers
| thing | value |
| --- | --- |
| lens, rest camera | FOV 34, elevation 0.40 rad, 1.50 m (portrait: 0.92 / aspect) |
| hover lean | az ±0.30, el ±0.09, damping 4.5/s, gain tau 0.30 s |
| lift | 1.0 s, 1 - (1-k)^4.4, arc sin(pi e) * 0.06 m, hand at D = 1.0 m |
| home | 0.60 s (0.28 s fast), rotate sstep(0,.36), descend sstep(.24,1) |
| dim behind | opacity 0.80 e, same colour as the room |
| lamp on the piece | warm point, 3.0 e, up 0.5 / left 0.6 / toward eye 0.35 m, layer 1 only |
| turn | 0.0085 / 0.0065 rad/px, damp 2.4/s, idle 0.26 rad/s after 2.2 s |
| budget | dt clamp 1/30, DPR cap 2, shadow map static (2048), render only when something moved |
Room
Dark room #0a0806, FogExp2 0.42 (materials that must not go murky set fog:false), key 0xfff2df 2.0 from upper left with the only shadow, fill 0xaec7df 0.76, rim 0xffdeb4 0.72, hemisphere 0.19, a low ember point 0xffb46a. Environment: a PMREM of three emissive cards in a black box at environmentIntensity 0.55. Ember #dbad64 is the only accent (cue ring, kicker, focus).
Reduced motion, hidden, cost
prefers-reduced-motion: no lean (the piece rests at the three-quarter bench pose), the lift is instant (rate = 1e3), no idle spin, no cue slide. Drag, keys and zoom still work: they are direct manipulation.visibilitychangecancels the loop; resume resetslastso the first frame does not integrate the pause.- Cost, measured on an Apple GPU in headless Chrome (Metal): about 0.3 ms of CPU per rendered frame, 3 draw calls, about 250 triangles; 8.6 ms per synchronous frame in the two-pass lifted state at 1440x900 and 14.2 ms at 2880x1800 (DPR 2). Idle at rest renders zero frames. The lever is DPR; the shadow map is static and free, and triangle count does not matter.
Expensive gotchas
- The lifted piece is black. Lights are layer-filtered by the camera;
light.layers.enable(1). - The room disappears when the piece appears.
scene.backgroundre-clears in the secondrender; usesetClearColorandautoClear = false. - A shader compile hitch on the first click. The lit-piece pass has a different light set (the lamp). Draw both states once at load.
- Shadow of a piece that has left.
shadowMap.autoUpdate = false, thenneedsUpdatewhen the piece changes layer, or a ghost shadow stays on the bench. - Cue and cursor stay after a click. Clear both on open;
zoom-incursor only on hit,grab/grabbingin the hand. - Focus lost on close. See rule 13.
Object3D.cloneserialisesuserData. If you clone instead of switching layers, emptyuserDatafirst (render targets and polygons in there stall the clone).
Verify
Load at 1440x900 and 390x844; hover at three pointer positions (lean left, right, none); press and release on the piece (opens), press-drag-release across it (does not open); drag, wheel, pinch in the hand; click-away, Esc and Close each return the piece to the exact bench pose, including when cancelled 150 ms into the lift; Tab reaches the button, Enter opens, focus lands on Close and returns; reduced motion shows the rest pose and an instant lift; console is clean.
Extracted from KIBORI 木彫, a dark WebGL workshop page where every bench piece can be picked up and turned in the hand (section 8b). The hover lean and dolly are new, built to the same easing and HUD.
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