acestep
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks,…
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
$ npx -y skills add calesthio/OpenMontage --skill threejs-geometry --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-geometryContext preview
The summary Claude sees to decide when to auto-load this skill.
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
name: threejs-geometry description: Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
import * as THREE from "three";
// Built-in geometry
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 32, 32);
const plane = new THREE.PlaneGeometry(10, 10);
// Create mesh
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const mesh = new THREE.Mesh(box, material);
scene.add(mesh);// Box - width, height, depth, widthSegments, heightSegments, depthSegments new THREE.BoxGeometry(1, 1, 1, 1, 1, 1); // Sphere - radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength new THREE.SphereGeometry(1, 32, 32); new THREE.SphereGeometry(1, 32, 32, 0, Math.PI * 2, 0, Math.PI); // Full sphere new THREE.SphereGeometry(1, 32, 32, 0, Math.PI); // Hemisphere // Plane - width, height, widthSegments, heightSegments new THREE.PlaneGeometry(10, 10, 1, 1); // Circle - radius, segments, thetaStart, thetaLength new THREE.CircleGeometry(1, 32); new THREE.CircleGeometry(1, 32, 0, Math.PI); // Semicircle // Cylinder - radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded new THREE.CylinderGeometry(1, 1, 2, 32, 1, false); new THREE.CylinderGeometry(0, 1, 2, 32); // Cone new THREE.CylinderGeometry(1, 1, 2, 6); // Hexagonal prism // Cone - radius, height, radialSegments, heightSegments, openEnded new THREE.ConeGeometry(1, 2, 32, 1, false); // Torus - radius, tube, radialSegments, tubularSegments, arc new THREE.TorusGeometry(1, 0.4, 16, 100); // TorusKnot - radius, tube, tubularSegments, radialSegments, p, q new THREE.TorusKnotGeometry(1, 0.4, 100, 16, 2, 3); // Ring - innerRadius, outerRadius, thetaSegments, phiSegments new THREE.RingGeometry(0.5, 1, 32, 1);
// Capsule - radius, length, capSegments, radialSegments new THREE.CapsuleGeometry(0.5, 1, 4, 8); // Dodecahedron - radius, detail new THREE.DodecahedronGeometry(1, 0); // Icosahedron - radius, detail (0 = 20 faces, higher = smoother) new THREE.IcosahedronGeometry(1, 0); // Octahedron - radius, detail new THREE.OctahedronGeometry(1, 0); // Tetrahedron - radius, detail new THREE.TetrahedronGeometry(1, 0); // Polyhedron - vertices, indices, radius, detail const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1]; const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1]; new THREE.PolyhedronGeometry(vertices, indices, 1, 0);
// Lathe - points[], segments, phiStart, phiLength
const points = [
new THREE.Vector2(0, 0),
new THREE.Vector2(0.5, 0),
new THREE.Vector2(0.5, 1),
new THREE.Vector2(0, 1),
];
new THREE.LatheGeometry(points, 32);
// Extrude - shape, options
const shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(1, 0);
shape.lineTo(1, 1);
shape.lineTo(0, 1);
shape.lineTo(0, 0);
const extrudeSettings = {
steps: 2,
depth: 1,
bevelEnabled: true,
bevelThickness: 0.1,
bevelSize: 0.1,
bevelSegments: 3,
};
new THREE.ExtrudeGeometry(shape, extrudeSettings);
// Tube - path, tubularSegments, radius, radialSegments, closed
const curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-1, 0, 0),
new THREE.Vector3(0, 1, 0),
new THREE.Vector3(1, 0, 0),
]);
new THREE.TubeGeometry(curve, 64, 0.2, 8, false);import { FontLoader } from "three/examples/jsm/loaders/FontLoader.js";
import { TextGeometry } from "three/examples/jsm/geometries/TextGeometry.js";
const loader = new FontLoader();
loader.load("fonts/helvetiker_regular.typeface.json", (font) => {
const geometry = new TextGeometry("Hello", {
font: font,
size: 1,
depth: 0.2, // Was 'height' in older versions
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 0.03,
bevelSize: 0.02,
bevelSegments: 5,
});
// Center text
geometry.computeBoundingBox();
geometry.center();
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
});The base class for all geometries. Stores data as typed arrays for GPU efficiency.
const geometry = new THREE.BufferGeometry();
// Vertices (3 floats per vertex: x, y, z)
const vertices = new Float32Array([
-1,
-1,
0, // vertex 0
1,
-1,
0, // vertex 1
1,
1,
0, // vertex 2
-1,
1,
0, // vertex 3
]);
geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));
// Indices (for indexed geometry - reuse vertices)
const indices = new Uint16Array([
0,
1,
2, // triangle 1
0,
2,
3, // triangle 2
]);
geometry.setIndex(new THREE.BufferAttribute(indices, 1));
// Normals (required for lighting)
const normals = new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
geometry.setAttribute("normal", new THREE.BufferAttribute(normals, 3));
// UVs (for texturing)
const uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2));
// Colors (per-vertex colors)
const colors = new Float32Array([
1,
0,
0, // red
0,
1,
0, // green
0,
0,
1, // blue
1,
1,
0, // yellow
]);
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
// Use with: material.vertexColors = true// Common attribute types new THREE.BufferAttribute(array, itemSize); // Typed array options new Float32Array(count * itemSize); // Positions, normals, UVs new Uint16Array(count); // Indices (up to 65535 vertices) new Uint32Array(count); // Indices (larger meshes) new Uint8Array(count * itemSize); // Colors (0-255 range) // Item sizes // Position: 3 (x, y, z) // Normal: 3 (x, y, z) // UV: 2 (u, v) // Color: 3 (r, g, b) or
World's first open-source, agentic video production system. 12 production pipelines, 100+ tools, 700+ agent skill and production-knowledge files. Turn your AI coding assistant into a full video production studio.
Repo: calesthio/OpenMontage
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks,…
Build voice AI agents with ElevenLabs. Use when creating voice assistants, customer service bots, interactive voice characters, or any real-time voice…
Generate AI videos from text prompts using multiple provider gateways. Use when: (1) Generating videos from text descriptions, (2) Creating AI-generated video…
Create AI avatar videos with precise control over avatars, voices, scripts, scenes, and backgrounds using HeyGen's v2 API. Use when: (1) Choosing a specific…
Transcribe audio to text using Azure AI Speech (Fast Transcription REST API). Use when converting audio/video to text, generating subtitles, or processing…
Generate neural narration audio using Azure AI Speech (REST text-to-speech). Use when synthesizing voiceovers or narration in OpenMontage. Optional cloud TTS…