N.E.K.O is a real-time AI catgirl companion designed to live with the user, initiate interaction, share media, and perform tasks through an emotional engine. It is intended for people seeking a proactive personal digital companion. The catalogue contains skills for working with it.
Borrowing it
Nothing to install: this file belongs to Project-N-E-K-O/N.E.K.O. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Project-N-E-K-O/N.E.K.O/main/.agent/skills/3d-interaction/SKILL.mdgit clone --depth 1 https://github.com/Project-N-E-K-O/N.E.K.OWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/3d-interaction)<a href="https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/3d-interaction"><img src="https://agentmods.dev/badge/skills/project-n-e-k-o/n.e.k.o/3d-interaction/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/project-n-e-k-o/n.e.k.o/3d-interaction"><img src="https://agentmods.dev/badge/skills/project-n-e-k-o/n.e.k.o/3d-interaction.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00050 | $0.01131 |
| Opus 5 | $0.00025 | $0.00566 |
| Sonnet 5 | $0.00010 | $0.00226 |
| Haiku 4.5 | $0.00005 | $0.00113 |
Grade A, and why
3d-camera-interaction scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D 相机交互:拖拽与边界检测
症状
- 缩放后拖拽模型,鼠标移动 100px 但模型移动的屏幕距离不是 100px
- 放大模型后只能看到腿/身体的一部分,无法正常平移
- 拖动开始时模型位置"跳变"
根本原因
原因 1: 固定 panSpeed 导致移动不同步
问题: 使用固定的 panSpeed = 0.01 进行平移计算
// ❌ 错误方式
const panSpeed = 0.01;
newPosition.add(right.multiplyScalar(deltaX * panSpeed));
为什么发生: 相机距离变化时,同样的世界空间距离在屏幕上的像素表现不同。距离近时像素多,距离远时像素少。
解决方案: 根据相机距离和 FOV 动态计算像素→世界空间的映射
// ✅ 正确方式:动态计算
const cameraDistance = camera.position.distanceTo(modelCenter);
const fov = camera.fov * (Math.PI / 180);
const screenHeight = renderer.domElement.clientHeight;
const screenWidth = renderer.domElement.clientWidth;
// 在相机距离处,视口的世界空间高度
const worldHeight = 2 * Math.tan(fov / 2) * cameraDistance;
const worldWidth = worldHeight * (screenWidth / screenHeight);
// 每像素对应的世界空间距离
const pixelToWorldX = worldWidth / screenWidth;
const pixelToWorldY = worldHeight / screenHeight;
// 应用:鼠标移动的像素 × 每像素对应的世界空间距离
newPosition.add(right.multiplyScalar(deltaX * pixelToWorldX));
newPosition.add(up.multiplyScalar(-deltaY * pixelToWorldY));
原因 2: 基于中心点的边界限制
问题: 使用模型中心点的 NDC 坐标判断是否出界
// ❌ 错误方式:限制中心点位置
const ndc = position.clone().project(camera);
if (ndc.y > 0.2) clampedY = 0.2; // 限制顶部
为什么发生: 模型放大后,中心点在屏幕中心,但身体大部分已超出屏幕。限制中心点 = 限制只能看到身体中间部分。
解决方案: 计算模型在屏幕上的可见区域(像素),只在可见区域过小时才校正
// ✅ 正确方式:基于可见像素
const MIN_VISIBLE_PIXELS = 50;
// 1. 计算模型包围盒并投影到屏幕
const box = new THREE.Box3().setFromObject(vrm.scene);
const corners = [/* 8个顶点 */];
let modelMinX = Infinity, modelMaxX = -Infinity;
let modelMinY = Infinity, modelMaxY = -Infinity;
corners.forEach(corner => {
const projected = corner.clone().project(camera);
const screenX = (projected.x * 0.5 + 0.5) * screenWidth;
const screenY = (-projected.y * 0.5 + 0.5) * screenHeight;
// 更新边界...
});
// 2. 计算可见区域
const visibleWidth = Math.max(0, Math.min(screenWidth, modelMaxX) - Math.max(0, modelMinX));
const visibleHeight = Math.max(0, Math.min(screenHeight, modelMaxY) - Math.max(0, modelMinY));
const visiblePixels = visibleWidth * visibleHeight;
// 3. 只在可见区域太小时校正
if (visiblePixels < MIN_VISIBLE_PIXELS) {
// 将模型拉回可见区域
}
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 111 lines · 50 tokens per session scan A ea74d9b5bb85
3d-camera-interaction is a skill published in the GitHub repository Project-N-E-K-O/N.E.K.O (2,816 stars, last pushed today), licensed Apache-2.0. It adds 50 tokens to every session and 1,131 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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