threejs-procedural-geometry

threejs-procedural-geometry is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 110 tokens per session (1,964 once invoked), scanned A, original, MIT.

A Three.js workflow for generating detailed 3D meshes from profiles, curves, polygons, and other construction rules. It covers objects such as hard-surface assemblies and humanoid robots while keeping each meaningful part identifiable.

In plain words
What is it for?
Use it to generate extrusions, lofts, revolved or swept forms, openings, shells, bevels, fillets, and assembled models with controlled thickness and materials.
Why use it?
It prevents procedural models from becoming disconnected triangles with unclear dimensions, topology, or part relationships. The design rules are checked before the final mesh is produced.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to generate extrusions, lofts, revolved or swept forms, openings, shells, bevels, fillets, and assembled models with controlled thickness and materials.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometry
Clone the repo
git clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills

Made for: Codex.

Wrote 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.

agentmods badge for threejs-procedural-geometry

README.md
[![agentmods](https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry/github.svg)](https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry)
Your own site
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry/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.

agentmods 80×15 button for threejs-procedural-geometry

Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 110 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,964 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00110 $0.01964
Opus 5.5 $0.00044 $0.00786
Sonnet 5.5 $0.00022 $0.00393
Haiku 4.5 $0.00011 $0.00196

Measured 1mo ago against content hash d59eb9333f30, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-procedural-geometry 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 1mo ago.

The scan reads SKILL.md. This mod also ships 26 executable files (assets/geometry-quality-kit/assembly.js, assets/geometry-quality-kit/geometry-audit.js, assets/geometry-quality-kit/geometry-contract.js, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/threejs-procedural-geometry/SKILL.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Geometry

Generate geometry from a semantic contract and explicit coordinate frame. Treat polygon operations as the design model and triangle emission as the final compilation step. Do not declare an object complete until its topology, assembly relationships, semantic measurements, and fixed views all pass.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Craft loop

  1. Define units, local/world frames, dimensions, bounds, primary profiles, topology intent, shell thickness, apertures, material slots, and triangle band.
  2. Declare every required contact, support, clearance, penetration, reveal, moving envelope, and interaction datum.
  3. Choose a modeling operation for each visible form: profile extrusion, inset, loft, revolve, sweep, direct-topology aperture, solidify, subdivision, bevel, or fillet.
  4. Keep quads and n-gons through design. Preserve one named mesh per semantic part; do not weld unrelated parts or merge material slots yet.
  5. Apply modifiers in a deliberate order, then clean inside each part, repair winding, assign a part-specific smooth angle, and emit triangles.
  6. Run the polygon topology gate, then audit the named world assembly for coplanar overlap, defects, and substantial solid clashes.
  7. Run builder-owned semantic checks, including support, openings, shell thickness samples, ergonomic clearances, and moving extrema.
  8. Merge by material slot, audit again, and inspect fixed silhouettes, hidden sides, joints, interaction views, wireframe, normals, and grazing light.

Modeling bar

  • Use primitives only for genuinely primitive or hidden structural parts.
  • Give every visible manufactured edge a scale-appropriate bevel or fillet.
  • Build openings into one closed shell; do not stack a dark plane over a solid.
  • Construct thick shells with paired profiles or solidify; never rely on a single surface where an exposed rim reveals thickness.
  • Drive mating parts from the same datum. A late visual nudge is a failed dimension contract.
  • Choose a continuous mesh for a continuous manufactured form. An arrangement of intersecting primitives is not a substitute for modeling.
  • Keep narrow, named allowances only for intersections that are structurally intentional.

Read the full file on GitHub · 170 lines

Files

What ships with it

42 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 1mo ago First seen · 170 lines · 110 tokens per session scan A d59eb9333f30

Subscribe to this mod's changes

threejs-procedural-geometry is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (931 stars, last pushed 3d ago), licensed MIT. It adds 110 tokens to every session and 1,964 once invoked, about $0.0004 per session on Opus 5.5. 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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