by viettranx
Agent skill for creative 3D visualization: turn an idea into a Three.js/Blender scene worth exploring. Claude Code + Codex plugin, 223 recipes, 440 knowledge records, 22 proved kits, 37 runnable studies.
# Add to your Claude Code skills
git clone https://github.com/viettranx/3dviz-pro-maxGuides for using ai agents skills like 3dviz-pro-max.
3dviz-pro-max is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by viettranx. Agent skill for creative 3D visualization: turn an idea into a Three.js/Blender scene worth exploring. Claude Code + Codex plugin, 223 recipes, 440 knowledge records, 22 proved kits, 37 runnable studies. It has 103 GitHub stars.
3dviz-pro-max's catalog security scan is still queued. You can run an instant dependency and prompt-injection check now with the "Scan for vulnerabilities" button above.
Clone the repository with "git clone https://github.com/viettranx/3dviz-pro-max" and add it to your Claude Code skills directory (see the Installation section above).
3dviz-pro-max is primarily written in JavaScript. It is open-source under viettranx on GitHub, so you can review or fork the full source.
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A standalone agent skill for creative 3D visualization: shape the world, model its rules, make it interactive, and check what actually appears on screen. It ships a ten-step workflow, a searchable catalog of recipes and reusable knowledge, runnable Three.js templates and kits, and a capture helper so the agent inspects the frames it rendered instead of describing them. Factual explanations need sources; animated decoration does not become a simulation just by moving.
Start with one sentence:
Use 3dviz-pro-max to build a small fantasy village I can explore. Choose a distinctive art direction, add a few moving creatures, and inspect the result.
You do not need to choose a renderer or fill out a specification first. The agent should use the existing project stack, choose an appropriate representation, and refine the scene from observed results.
Runtime captures on a real GPU from the skill's own kits, rigs and recipes — all twenty-one frames, with host, tiers and hashes, are in the showcase gallery.
Village frames come from the retired pilot revision at mixed tiers; kit frames use the blueprint proof harness at the tier named. Nothing is cropped or retouched, and no frame claims a tier its record calls missing.
As of 2026-09-10, from catalog-summary.json and the docs below:
| Count | Notes | |
|---|---|---|
| Recipes | 223 | across all 24 registered directions, at least six each |
| Knowledge records | 440 | 18 populated families; 69 carry authored numeric defaults |
| Kit blueprints | 22 | record + module + four real captures, re-checked by SHA-256 |
| Style profiles | 37 | 33 with numeric defaults, including five named looks |
| Directions | 24 | see the subject table below |
| Sources / evidence events | 451 / 3,599 | public evidence archive |
| Example studies | 37 | five chapters, each runnable (examples) |
| Showcase frames | 21 | headless Chromium, GPU, 1920×1080 (gallery) |
| Retrieval cases passing | 249 | authored known-intent cases |
The landing page recomputes every one of these from skills/, docs/, evals/ and evidence/ at build time, so a number cannot drift from the data behind it.
| Direction | Authored subjects |
|---|---|
| Environments | Fantasy village, terrain island, historical evidence layers; Cave networks, night markets, floating archipelagos; irrigation budgets, museum routes and branching storybooks |
| Characters and motion art | Puppet performance, creature patrol, ribbon sculpture; Winged flight, expression/gaze rigs, secondary-motion chains; branching storybook scenes |
| Products and assemblies | Speaker parts, folding lamp, camera rig; Bicycle ratios, mould draft, flat-pack assembly |
| Architecture and interiors | House cutaway, furniture layout, service layers; Stair geometry, clearance studies, daylight/shading; construction sequence playback, museum routes and room modes |
| Operations and logistics | Parcel sorter, picking tour, dock scheduling; Job-shop playback, AGV reservations, pallet loading; closed-lane traffic and construction sequencing |
| Anatomy | Heart cutaway, knee layers, skeletal hierarchy; Brachial plexus routing, hepatic portal routes, vertebral columns; dental motion and supplied brain atlases |
| Physiology and biomechanics | Sarcomere, ventilation phases, vessel resistance; Cardiac valve phases, muscle levers, classical capillary exchange; moving-hinge jaw illustration |
| Molecules and materials | Molecular geometry, unit cells, hydrogen bonds; Protein secondary structure, chirality, crystal slip planes; deposited binding sites and orbital isosurfaces |
| Solid geometry | Conics, folding nets, solids of revolution; Convex hulls, Delaunay cells, Minkowski clearance |
| Linear algebra | Basis maps, determinant/volume, cross product; Eigenvectors, SVD, orthogonal projection; single-qubit Bloch ball, two-qubit Bell correlations, attention aggregation and small-network activations |
| Calculus and fields | Directional derivative, double integral, divergence/flux; Field integration, curl/circulation, Hessian critical points; finite Fourier synthesis, reciprocal complex mapping, Mandelbrot and quadratic Julia escape orbits, a linear phase portrait; predator-prey phase time and loss slices |
| Probability and statistics | Binomial trials, normal density, sampling means; Covariance ellipsoids, Markov chains, Monte Carlo volume |
| Topology and symmetry | Moebius band, torus cells, square symmetries; Trefoil diagrams, tolerance-based symmetry, mesh orientability; Riemann sphere reciprocal map |
| Logic and circuits | Boolean gates, full adder, finite-state machine; Critical paths, setup/hold timing, pipeline throughput; bounded natural deduction, SAT refutations and linear-arithmetic SMT |
| Algorithms and data structures | BFS, Dijkstra, stable mergesort; Binary heaps, recursion stacks, union-find/MST; KMP first-match DFA |
| Twisty puzzles | Face turns, direct manipulation, permutation cycles; Commutators, cube invariants, wide turns |
| Spatial puzzles | Voxel packing, sliding blocks, layered maze; Hanoi bounds, exact-cover packing, burr disassembly |
| Rigid mechanics | Pendulum, projectile/contact, gear kinematics; Gyroscope precession, rolling inertia, collision momentum |
| Soft/fluid/thermal models | Heat diffusion, nozzle continuity, hydrostatic pressure; Mass-spring cloth, CFD field playback, buoyancy equilibrium |
| Waves, optics and fields | Standing waves, refraction, point-charge fields; Polarization, interference/diffraction, current-loop fields; finite Fourier synthesis, first-reflection and rigid-room modal acoustics, seismic plane waves, qubit states and orbital isosurfaces |
| Robotics and control | Forward kinematics, inverse kinematics, odometry; Workspace singularities, trajectory timing, joint PID |
| Earth and environment | Contours, seasons, divergent ridge; Map projections, watershed accumulation, forecast playback; predator-prey dynamics, root-zone irrigation and isotropic seismic plane waves |
| Astronomy and space | Kepler orbit, Moon phases, parallax; Orbital frames/elements, eclipse shadow cones |
| Abstract systems | Agent Harness, service graph, embedding projection; Replicated logs, build dependencies, reconciliation loops; weighted P/T nets, wait-for deadlocks, RAG provenance, attention, neural activations, loss slices, Julia |