Use when processing AEC/BIM 3D data in .NET 8 — mesh generation and transformation, SIMD-accelerated math, IFC/STEP/PLY to glTF/GLB/VIM conversion, plugin development. Ara3D-SDK: high-performance .NET 3D geometry and BIM library suite.
Initialize and operate a fully local text-to-3D toolkit that turns one subject description into a textured GLB, at full density or to a triangle budget, and can rig a generated character with a Mixamo-named skeleton and playable clips. Uses FLUX.2 klein through ComfyUI, TRELLIS.2 on Vulkan, and SkinTokens on ROCm. Use…
Initialize and operate a fully local text-to-3D toolkit that turns one subject description into a textured GLB, at full density or to a triangle budget, and can rig a generated character with a Mixamo-named skeleton and playable clips. Uses FLUX.2 klein through ComfyUI, TRELLIS.2 on Vulkan, and SkinTokens on ROCm. Use…
Use when an LLM needs to build, verify, debug, or iterate on a scena application, scene recipe, viewer, CAD inspection workflow, digital twin, product configurator, dashboard, documentation renderer, or agent verification loop using public scena CLI/schema/docs instead of repo internals.
Use when preparing scena user-visible changes for release, changing crate metadata, versioning, changelog/release notes, public API stability, cargo publish dry runs, semver checks, or v1.0 release evidence.
Create, inspect, normalize, validate, and package game-development assets with local tools plus optional Tripo and Leonardo jobs. Use for 3D, texture, reference-image, sound-effect, Blender, GLB, PBR, or USDZ asset-production work; not for admitting packages into a game project.
Route local game-asset production, package vendoring, offscreen render diagnosis, and bounded performance work through the game-dev CLI. Use only when a game-development request explicitly spans two or more of these workflows, needs a cross-workflow handoff, or asks for Game Development Studio orchestration; do not…
Diagnose game-rendering problems with declarative local adapters, windowless captures, structured telemetry, semantic render attachments, sealed run bundles, and deterministic raster comparisons. Use for visual bugs or renderer regressions where screenshots alone are insufficient.
Use when the user reports a 3D model or scene looking wrong (black/invisible/gigantic/untextured model, holes, weird shading), asks to check or QA a 3D file (GLB, GLTF, OBJ, PLY, STL, .splat), works with Gaussian splats, or generates 3D assets with AI and wants them verified. Requires the 3d-eyes MCP server.