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Rebuild the object in a reference image as a code-only, procedural, quality-gated, animation-ready Three.js model. Token-efficient image-to-3D.
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Rebuild the object in a reference image as a code-only, procedural Three.js model.
Quality-gated, animation-ready, and deliberately token-efficient — reconstruction-by-code, not photogrammetry, mesh extraction, or downloaded art packs.
| DAILY | WEEKLY | |
| Python | ||
| All languages |
Reference images reconstructed in code as animation-ready Three.js models, running live in the browser.
Every model in the gallery is generated code, running in your browser. No mesh files, no downloads.
Reconstructions built entirely from primitives, procedural shaders, and generated geometry. Open any model to orbit it, inspect its reference, and read the generated source.
| Demo | Subject | Built with | View | Source |
|---|---|---|---|---|
| Dual-Sword Warrior — TypeScript procedural surfaces ⚠︎ | character | v1.5.1 | Live | code |
| Low-Poly Humanoid — Rigged Character ⚠︎ | character | v1.5.0 | Live | code |
| ★ Talon Knife | Doppler Ruby (Factory New) | object | v1.4.4 | Live | code |
| AWP | Medusa (Minimal Wear) · V2 rebuild | object | V2 | Live | code |
| Pikachu 10K Star Celebration ⚠︎ | character | v1.5-beta | Live | code |
| Glock-18 | Ghost Protocol (Well-Worn) | object | v1.4.1 | Live | code |
| Classic Knife | Fade (Minimal Wear) |
⚠︎ marks a demo whose registry status is still placeholder rather than final — it renders, but it
is not finished work. The Built with column is the version each demo's own registry entry records in
generatedWith, not an inference from dates; awp-medusa-v2 records V2, which is that demo's rebuild
pass rather than a release number. Rows are ordered newest first by the commit that added the demo.
The gallery source lives in img2threejs/img2threejs-showcase. If this project is useful, a star on this repo helps others find it.
You give it one reference image of an object. It produces a THREE.Group factory written in TypeScript that recreates that object from primitives, procedural shaders, and generated geometry — with a runtime hierarchy (pivots, sockets, colliders) so the result is ready to animate, not an inert lump.
It runs under Claude Code, Codex, or OpenCode. It is agent-agnostic: wherever the docs say "agent vision" or "agent browser tool", it uses whatever the host provides — native image reading, a browser MCP, the project preview, or a user-supplied screenshot.
object, character, or hybrid. Objects follow the hard-surface pipeline; characters route through an anatomy-aware track (head-unit proportions, facial landmarks, pose) documented in grimoire/character/reconstruction.md.detailInventory of identity-defining small details (gloss, bevel/rounding, screws/rivets, engraved or painted linework, contours, stains and wear). Every detail must map to a real component or material entry, and a strict-quality gate blocks generation until the inventory is complete. Taxonomy: grimoire/intake/detail_inventory.md.grimoire/character/likeness_maximization.md.geometryDescriptor.visualHull intersects at least two deterministic orthographic binary silhouettes into a bounded, welded voxel mesh. It records unseen areas as low-confidence rather than inventing hidden detail. Schema and runtime check: grimoire/scripts.md.docs/cs2/review-gates.md.forge/state.py records an ordered, evidence-backed intake/pass checklist for the generic profile and every registered domain (in-repo character, plus installed domain plugins such as CS2 and animated-character from plugin-character). forge/next.py --state resumes from that checklist while the existing spec, render, and review gates remain authoritative.ObjectSculptSpec, rendered from controlled camera views, and accepted only after a per-region comparison gate. See .A staged sculpting pipeline turns the reference image into a spec, then generates and vision-reviews one build pass at a time — blockout → structural → form → material → surface → lighting → interaction → optimization — self-correcting until every identity-defining feature clears its threshold.
→ Full pipeline diagram, gates, self-correction logic, and the token-efficiency design: docs/ARCHITECTURE.md
A staged sculpting pipeline turns the reference image into a spec, then generates and vision-reviews one build pass at a time — blockout → structural → form → material → surface → lighting → interaction → optimization — self-correcting until every identity-defining feature clears its threshold. Deterministic Python scripts handle validation and gating; model tokens are spent only on visual judgment and code.
→ Full pipeline diagram, gates, self-correction logic, script reference, and the token-efficiency design: docs/ARCHITECTURE.md
Install — place this folder in your skills directory:
git clone https://github.com/img2threejs/img2threejs.git ~/.claude/skills/img2threejs
If you use more than one host, keep a single checkout and point each entrypoint at it as a symlink, so they cannot drift apart:
~/.claude/skills/img2threejs -> <your checkout>
~/.codex/skills/img2threejs -> <your checkout>
Add domain plugins (optional) — domain knowledge (CS2 skins today) lives in installed plugins, not in this checkout. Install the img2 harness once, then add plugins to it:
npx github:img2threejs/img2 install # ~/.img2, the plugin registry, and an `img2` launcher
img2 add img2threejs/plugin-cs2 # clone @ newest tag, pin SHA, link host skills
img2 doctor # fail-loud static audit of every installed plugin
An installed domain plugin contributes its own checklist steps, evidence collection, spec
augmentation (quality floors merge raise-only), and a blocking review gate — and registers its
profile with forge/state.py init --profile <id>. With no plugins installed, generic,
and character are available; a profile whose plugin is missing (cs2, animated-character) fails
loud naming what is installed, never silently downgrades. img2 remove <id> reverses cleanly.
Official plugins:
| Plugin | Adds | Install |
|---|---|---|
| plugin-cs2 | cs2 profile — CS2 weapon-skin reconstruction: family adapters, finish rules, domain review gate | img2 add img2threejs/plugin-cs2 |
| plugin-character | animated-character profile — everything character has plus the Stage R rigging/animation gates | img2 add img2threejs/plugin-character |
| plugin-img2glb | image → glb emission target via the hosted TRELLIS space |
The one-liner leaves the judgement calls to the skill. When you already know what "correct" means for your subject, say so — each line below maps onto a real gate or artifact in the pipeline, so it changes what gets enforced rather than just adding adjectives:
/img2threejs Rebuild the subject in this image as a procedural Three.js model.
Fidelity Hold proportions and silhouette to the reference. Enumerate the identity-defining
details first — bevels and rounding, panel seams, fasteners, engraved or painted
linework, gloss vs matte zones, wear — and drop any detail you cannot place on a
real component instead of faking it.
Materials Derive the finish class and gradient stops from the reference pixels, not from
memory. Flag any colour that will not survive tone-mapping.
Runtime Expose pivots and sockets for whatever should move, plus a userData.tick for a
looping idle animation.
Gates Run --strict-quality, and do not advance a pass until the side-by-side review
passes. Report per-region confidence for anything the image cannot show.
Useful additions depending on the subject:
Maximize likeness: fit the parametric template to the landmarks, de-light and camera-match the reference, then project it. Tell me which regions are inferred.This is a creature, not a humanoid — use the quadruped body plan and the body-unit proportion system.The coat is candy-coat, not gem-metal. Keep the hue; do not let the environment steal it.Stay at low effort and skip the presentation composer; I only need the evaluation render.The scripts run from the skill root and need only Python 3.10+ — nothing to install.
python3 forge/stage1_intake/probe_image.py <image>
python3 forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <image> --out assessment.json
python3 forge/stage2_spec/new_sculpt_spec.py "Name" --image <image> --assessment assessment.json --out spec.json
python3 forge/stage2_spec/validate_sculpt_spec.py spec.json --strict-quality
python3 forge/stage3_build/generate_threejs_factory.py spec.json --out src/createObjectModel.ts
The factory generator repeats the strict-quality gate and is fail-closed: on failure it returns
BLOCKED with the spec artifact, failure metrics, causes, and next action, and does not write a
factory. --allow-nonstrict is only for explicit legacy test fixtures, never production output.
Rebuilding a character from a GLB reference rather than a photo is a different route with its own gates — the GLB is a measurement instrument and never ships. Three prompts cover it, each in its own copy block:
| Prompt | Use it when | Do not use it when |
|---|---|---|
| Build | you have a GLB and no built surfaces yet | there is no GLB, or the build already completed and merely looks wrong |
| Polish | the build completed and the result does not look like the GLB | the surfaces were never built — that is a build re-run, not a polish |
| Animation | the figure looks right standing still and has passed the build gates | the surface is ungated, or joint_loops.py fails — that is a surface finding no weight tuning reaches |
They force every parameter the GLB genuinely carries — size, proportions, per-band widths and
centroids, base colour, roughness and metalness — to the measured value, with the check that proves
it landed. Three things are not 1:1 and each prompt says so: rigging and animation are usually
absent from the asset (skinCount: 0, animationCount: 0), texture images and normal maps are
deliberately not copied per this skill's code-only contract, and nothing finer than the node's cell
size can be carried at all.
These are reference material, not a guarantee. They are written to be general, so the measured figures in them came from one character and are there to show what to measure — not values to copy. Run the one that matches your situation rather than all three in sequence; each notes the cost of being used out of turn.
For the script-by-script reference, the full scripts table, and expected artifacts, see docs/ARCHITECTURE.md.
Most image-to-3D agent loops burn tokens by asking the model to do mechanical work — re-reading the whole model every pass, scoring pixels, validating JSON by hand, re-running steps it already did. img2threejs pushes all of that into deterministic scripts and spends model tokens only where judgment is actually required.
struct and zlib. Nothing to install means nothing to debug in-context.The net effect: you still get a faithful 3D model from an image, but the expensive model context is reserved for visual judgment and code, not bookkeeping. For the full per-stage and per-cycle token breakdown, see docs/TOKEN_COST.md.
| Script | Role |
|---|---|
stage1_intake/probe_image.py | Image metadata and obvious technical issues (not a visual check). |
stage2_spec/new_pre_spec_assessment.py | Classify the object, score complexity, emit a quality contract. |
stage2_spec/new_sculpt_spec.py | Author the ObjectSculptSpec from the assessment. |
stage2_spec/validate_sculpt_spec.py | Validate the spec; --strict-quality blocks shallow specs before codegen. |
stage1_intake/extract_pbr_evidence.py | Reference-derived PBR evidence per crop (inference, not inverse rendering). |
stage1_intake/material_region_analysis.py | Crop material regions, run texture/PBR evidence, and resolve registry profiles. |
stage2_spec/apply_material_analysis.py | Wire region assignments, priors, maps, and provenance into ObjectSculptSpec. |
stage3_build/orchestrate_passes.py | Locked pass state: status, check, sync. |
stage3_build/generate_threejs_factory.py | Emit the Three.js Group factory for the current unlocked pass. |
stage4_review/material_views.py | Emit multi-angle, zoomed, microscope, environment, and capture-readback contracts. |
stage4_review/material_comparator.py | Compare the visible material crop and classify per-channel mismatches. |
stage4_review/material_feedback.py | Apply bounded, material-scoped corrections through the existing stop policy. |
stage4_review/material_gate.py | Block material-pass until registry, crop, render, compatibility, and comparison evidence passes. |
stage4_review/make_comparison_sheet.py | Package one reference-vs-render sheet for review. |
stage4_review/append_review.py | Record a per-pass review: scores, decision, evidence. |
_shared/feature_acceptance_policy.py | Internal helper enforcing per-feature score thresholds. |
stage1_intake/build_detail_inventory.py | Slice the reference into zones and scaffold a detail inventory. |
| stage5_rig/rig_spec.py | Derive and validate a skeleton from the component tree, so bones cannot drift from the geometry. |
| stage5_rig/geodesic_skinning.py | Vertex weights from distance measured through the solid; keeps rigid roles out of smooth skinning. |
| stage5_rig/validate_rig_payload.py | Blocking payload-integrity gate before a THREE.Skeleton is bound. |
| stage1_intake/extract_hair_evidence.py | Hair/skin split, banded coverage, hairline, highlight band, root-to-tip delta. |
| stage4_review/scalp_exposure.py | HARD gate: finds bald patches on geometry, before any render. |
| stage4_review/hair_gate.py | Soft gate: hair coverage, hairline and highlight offsets against the reference. |
| stage4_review/interior_difference.py | Appearance difference inside the silhouette, banded by height. Required per visual pass. |
| _shared/chirality.py | Left/right as an importable convention, with the two gates the two chirality defects need. |
| _shared/pipeline_routing.py | Fail-closed weapon/character routing; low confidence resolves to request-input. |
This is a curated selection — forge/ holds around ninety modules. The executable reference with every flag is grimoire/scripts.md, and the gate-by-gate contract is grimoire/review/gates_reference.md. The rest of grimoire/ holds the rubrics each gate applies (validation, pre-spec assessment, procedural patterns, material and lighting realism, attachment correctness, action-ready models, self-correction).
The stdlib-only core can use an isolated evidence layer without taking on runtime dependencies:
SAM2 component masks, Depth Anything V2 relative-depth priors, MediaPipe face/pose landmarks,
Chrome DevTools diagnostics, Three.js scene inspection, Playwright cross-browser fallback, and
version-aware Context7 retrieval. These tools never approve a pass or silently provide geometry.
Install, routing, provenance rules and exact commands:
docs/integrations/reference_fidelity_tooling.md.
integrations/glb_character_pipeline reconstructs a character
from a multipart GLB used as a measurement instrument plus its diffuse image, and emits the
procedural TypeScript the demo actually ships — no .glb or .bin is fetched at runtime. It carries
its own pyproject.toml/uv.lock so the stdlib-only forge core stays dependency-free, and operates
on a companion showcase checkout via IMG2THREEJS_SHOWCASE_ROOT.
It applies only when a build has a GLB to measure — skip it entirely otherwise, and use the core
image-driven pipeline instead. Reproduces girl-character's shipped crossSections.ts exactly (748
rings, 86,240 ring points). Method and per-stage rationale:
PIPELINE.md.
ObjectSculptSpec JSON: the full component tree, materials, repetition systems, sockets, and a recorded review history for every pass.createObjectNameModel(spec, options) factory returning a THREE.Group, with root.userData.sculptRuntime exposing nodes, sockets, colliders, and destruction groups.root.userData.rig: bones, one shared Skeleton, bone order and index map, and a bound flag computed from whether every skinned mesh actually bound.Shipped:
animalAnatomy spec, spine-loft geometry, ΔE00 colour gates.SkinnedMesh geometry, geodesic skinning, hair as a five-stage subsystem with a hard scalp-exposure gate, chirality gates, interior-difference review, the tapered-sweep primitive, the material pipeline with a blocking acceptance gate, and resumable workflow state. Not included: the hairProfile compiler, IK, pose-sweep gating, clothing.img2 install/add/doctor). CS2 extracted into plugin-cs2,
animated-character served by plugin-character; the base names no domain. The "plugin
ecosystem and API" originally slotted for the Procedural World bundle, shipped first as its own major.Next — one theme per release:
character domain joins plugin-character, so the base names no domain and the v2.0 plugin split closes.The arc: assets (v1.4–v1.5) → the plugin ecosystem (v2.0–v2.1) → worlds (v2.2–v2.3) → production (v2.4–v2.5) → an AI game-asset platform that generates playable worlds from reference images (v3.0).
→ Full roadmap — per-version detail, the four-phase long view, and the tracked capability gaps: ROADMAP.md. Technical specification: docs/UPGRADE_PLAN.md.
A single image cannot reveal hidden sides or guarantee exact geometry. The skill states plainly when output is approximate, stylized, or low-poly, and infers unseen faces by mirroring visible ones rather than faking confidence. It is strong for hard-surface objects; characters are stylized reconstructions, not photoreal likeness. "This cannot reach the requested fidelity from this image" is a valid, expected result.
If img2threejs is useful to you, a star helps others find it.
img2threejs is free and open source. If it saved you time or found its way into your project, consider supporting continued development:
VietQR / MoMo / PayPal also work — see the donate page.
Reconstruction-by-code is an inference workload before it is a graphics one: every gate rerun, every render-vs-reference pass and every material fit spends tokens. These three pay for that loop.
|
Atlas Cloud Full-modal AI inference |
Tripo Image & text to 3D |
Hyper3D Rodin generative 3D |
Atlas Cloud is a full-modal AI inference platform: one AI API for video generation, image generation and LLM access, with unified access to 300+ curated models across every modality instead of a separate integration per vendor.
That single endpoint is what keeps this project's loop affordable — the pipeline is token-hungry by design, because gating a spec before codegen means running the analysis more than once. Atlas Cloud's coding plan is the budget-friendly route to that API.
→ Open the Atlas Cloud coding plan
Tripo turns a prompt or a reference image into a production 3D asset: High Detail meshes up to 2M polygons for render and print, artist-grade quad Smart Mesh from 500 to 50K triangles for real-time engines, AI auto-rigging, PBR texturing up to 8K, and part-level segmentation. Exports GLB, FBX, OBJ, USD, STL and 3MF, with first-party plugins for Blender, Unity, Unreal, Godot, Cocos and ComfyUI.
It pairs with img2threejs as the measuring stick. A procedural rebuild lives or dies on silhouette, proportion and joint placement, and a quad mesh plus an auto-rig of the same subject gives those gates a second read that one reference photograph cannot settle on its own.
Hyper3D builds Rodin, which generates a 3D asset from a prompt or an image in seconds with high reference fidelity and coherent detail across views. Generation is steerable rather than a dice roll: bounding-box, voxel and point-cloud ControlNet guidance, partial editing to refine one region without disturbing the rest, smart low-poly optimisation, and ChatAvatar for rigged production faces. Exports STL, FBX, OBJ, GLB, glTF and USDZ.
It answers the one question a single photograph never can — what the back looks like. Generate the subject, orbit it, and the hidden sides become references the material and surface gates can actually be run against, instead of assumptions the pipeline has to make silently.
Sponsorship pays for compute, not for coverage: a sponsor's product is described here in its own terms, and no gate, default or benchmark in this repository is weighted toward one. Want your logo in this row? Open an issue or write to hoainho.work@gmail.com.
Contributions are welcome — procedural material recipes, new gates, host coverage, and demos especially. See CONTRIBUTING.md and the roadmap for where the project is headed.
Apache License 2.0. See LICENSE.
| object |
v1.3 |
| Live |
| code |
| BMX Endurance Bike | object | v1.3 | Live | code |
| M9 Bayonet | Doppler Phase 2 | object | v1.3 | Live | code |
| Sony WF-1000XM3 Earbuds + Case | object | v1.2 | Live | code |
| ISSACA 12 Gauge Shotgun | object | v1.2 | Live | code |
| Gerber Paracord Knife | object | v1.2 | Live | code |
| Doraemon House (isometric diorama) | object | v1.2 | Live | code |
| War-Hauler "SECTOR 07" | object | v1.2 | Live | code |
| Crowned Loot Chest ⚠︎ | object | v1.2 | Live | code |
grimoire/build/python_threejs_render_bridge.md.img2 add img2threejs/plugin-img2glb| plugin-hello-cube | minimal reference plugin — copy it to write your own | img2 add img2threejs/plugin-hello-cube |
Writing your own: the harness repo's docs/WRITING_A_PLUGIN.md.
Invoke — in Claude Code, attach or point to an object image and run:
/img2threejs Rebuild this object as a Three.js model, keep the proportions, angles, and colours.
That is enough: the skill classifies the subject, runs the detail inventory, and gates every pass on its own.
Follow the pipeline — the skill validates the image, writes an assessment and spec, generates the factory pass by pass, and shows you a side-by-side comparison at each step until the render matches.
For a multi-session reconstruction, create a local state index first:
python3 forge/state.py init --reference <image> --profile character --spec object-sculpt-spec.json
python3 forge/next.py --state .img2threejs/state.json
stage1_intake/extract_landmarks.py | Overlay a landmark grid and scaffold an anatomy block for characters. |
stage1_intake/solve_camera_pose.py | Emit a reference-camera block so the render can be camera-matched. |
stage1_intake/delight_albedo.py | Approximate a neutral albedo from the photo before texture projection. |
stage3_build/bake_projected_texture.py | Emit a projection/UV-bake descriptor for photo-texture projection. |