/RuiC-card-skill
Generate interactive 3D holographic collectible-card websites from a user description or reference image, using layered artwork, Blender and Three.js. Includes project-local Blender installation, reusable parallax materials and browser verification. Host-agnostic — any harness
$ npx -y skills add hruiccc/ruic-card-skill --skill RuiC-card-skill --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/RuiC-card-skill
Context preview
The summary Claude sees to decide when to auto-load this skill.
Generate interactive 3D holographic collectible-card websites from a user description or reference image, using layered artwork, Blender and Three.js. Includes project-local Blender installation, reusable parallax materials and browser verification. Host-agnostic — any harness
SKILL.md
RuiC-card-skill.SKILL.mdname: RuiC-card-skill
description: Generate interactive 3D holographic collectible-card websites from a user description or reference image, using layered artwork, Blender and Three.js. Includes project-local Blender installation, reusable parallax materials and browser verification. Host-agnostic — any harness that runs a multimodal model can use it, since the model draws the layer artwork and inspects the rendered frames. Use when the user asks for 全息闪卡, 镭射卡, 3D 卡牌网页, a holographic collectible card site, or an editable card.blend.
RuiC Card Skill
Turn the user's description or uploaded reference into a finished, editable Blender card and an interactive Three.js page. Preserve the requested subject, style, typography and destination. This skill contains code and text only; generated artwork belongs in the user's output project. It is host-agnostic — nothing in it is specific to one harness or one vendor's model — and it needs a multimodal model: you produce the layer artwork and you look at the rendered frames, so the host has to be able to generate and inspect images.
The layer stack
All layers share one canvas, normally 1024×1536 portrait. Each layer has one job and one depth, and the depth differences are what make the card read as stacked planes instead of one flat picture.
| layer | file | job | depth | |---|---|---|---| | subject | `assets/subject.png` | the character or hero object, real alpha, composited over the background | `subjectDepth` (0.4) | | effects | `assets/effects.png` (optional) | a pre-cut decorative overlay — petals, sparks, thorn work — that floats **between** the subject and the typography | `effectsDepth` (0.5 forward, or negative to sink it) | | background | `assets/background.png` | the opaque environment behind everything | `backgroundDepth` (−0.25) | | lineart | `assets/lineart.png` | dark contours on white; drives the glowing ink glints that appear inside the subject's silhouette | follows the subject | | text | `assets/text.png` | typography and card furniture. The viewer samples this layer **without parallax**, so a border or frame painted here stays nailed to the card edge | 0 |
Give the layers clearly different depths. Two layers at the same depth fuse into one plane and the parallax stops reading as depth; that is the single most common way a card ends up looking flat.
Working sequence
1. Establish the output project and a compact card specification: subject, title, subtitle, technique or tagline, edition, palette, medium, destination. Infer harmless missing details and state them. Read [references/art-direction.md](references/art-direction.md) for the per-layer quality bars and reference handling. Do not assume every card is anime, Japanese, or a copy of the example that inspired this skill. 2. Produce the layers. For an uploaded reference, inspect it first and preserve the requested identity and composition; use the available image tool and never silently substitute an API that needs a key or a paid service. Subject and text (and the optional effects overlay) must be genuinely transparent RGBA; the background must be fully opaque. Save them under the output project's `assets/` as `subject.png`, `background.png`, `lineart.png`, `text.png`, plus `effects.png` when used. Keep every layer on the same canvas. Never package generated artwork into this skill. 3. Derive `lineart.png` from the same source as the subject — the same draw calls, or an edge/threshold pass over the finished subject — so the contours register exactly. Never ask for a fresh line drawing from a text description: a regenerated pose drifts and produces glowing outlines in the wrong place. 4. Write `<project>/card-config.json` from [references/config.example.json](references/config.example.json): metadata, the asset paths, and one depth per layer. Then run `scripts/validate_assets.py <project>` and inspect the result by eye as well as numerically — equal canvases, real transparency where it is required, dark contours on white for the line art, and no empty layers. A painted checkerboard is not transparency: `validate_assets.py` converts a painted board to a true alpha channel through `scripts/checkerboard_to_alpha.py` (logged in `asset-validation.json`), but asking the tool for a genuine RGBA PNG is still the better outcome. 5. Run `scripts/run_pipeline.py --project <project>`. It validates, locates Blender and installs an official portable copy into `<project>/tools/` when absent, builds the editable scene, renders the preview, exports the geometry, copies the viewer from `assets/web-template/`, and installs the viewer's dependencies. Python with Pillow, Node.js with npm, and network access for the first Blender download are required. Read the errors instead of retrying the same blocker. 6. Start the site with `node <project>/web/server.mjs`, keep it alive, and open the URL it prints. Read [references/verification.md](references/verification.md), then run `node scripts/verify_web.mjs <project>`: it launches its own headless Chromium and its own copy of the viewer, drives drag, flip, reset, zoom, the keyboard, every slider (including 特效景深), the finish options, the screenshot download, a ~390 px viewport and the reduced-motion setting, compares real captured frames, writes `<project>/verification/report.json` plus screenshots, and exits non-zero on any failure. It needs no GUI and runs as root, so a container or CI session is not a reason to skip it. A green report is evidence about controls, not about looks: still open the page and look at the render, both tilts and the layers yourself. A `ready` flag proves none of that. 7. Deliver the working URL, the source project, the editable `.blend` and the renders. Say plainly that the Blender node graph is rebuilt in GLSL for the browser — glTF carries geometry and material roles only — so the two are close but not pixel-identical. Publish a website or repository only when that is asked for. For a requested skill ZIP,
Read more
name: RuiC-card-skill description: Generate interactive 3D holographic collectible-card websites from a user description or reference image, using layered artwork, Blender and Three.js. Includes project-local Blender installation, reusable parallax materials and browser verification. Host-agnostic — any harness that runs a multimodal model can use it, since the model draws the layer artwork and inspects the rendered frames. Use when the user asks for 全息闪卡, 镭射卡, 3D 卡牌网页, a holographic collectible card site, or an editable card.blend.
RuiC Card Skill
Turn the user's description or uploaded reference into a finished, editable Blender card and an interactive Three.js page. Preserve the requested subject, style, typography and destination. This skill contains code and text only; generated artwork belongs in the user's output project. It is host-agnostic — nothing in it is specific to one harness or one vendor's model — and it needs a multimodal model: you produce the layer artwork and you look at the rendered frames, so the host has to be able to generate and inspect images.
The layer stack
All layers share one canvas, normally 1024×1536 portrait. Each layer has one job and one depth, and the depth differences are what make the card read as stacked planes instead of one flat picture.
| layer | file | job | depth | |---|---|---|---| | subject | `assets/subject.png` | the character or hero object, real alpha, composited over the background | `subjectDepth` (0.4) | | effects | `assets/effects.png` (optional) | a pre-cut decorative overlay — petals, sparks, thorn work — that floats **between** the subject and the typography | `effectsDepth` (0.5 forward, or negative to sink it) | | background | `assets/background.png` | the opaque environment behind everything | `backgroundDepth` (−0.25) | | lineart | `assets/lineart.png` | dark contours on white; drives the glowing ink glints that appear inside the subject's silhouette | follows the subject | | text | `assets/text.png` | typography and card furniture. The viewer samples this layer **without parallax**, so a border or frame painted here stays nailed to the card edge | 0 |
Give the layers clearly different depths. Two layers at the same depth fuse into one plane and the parallax stops reading as depth; that is the single most common way a card ends up looking flat.
Working sequence
1. Establish the output project and a compact card specification: subject, title, subtitle, technique or tagline, edition, palette, medium, destination. Infer harmless missing details and state them. Read [references/art-direction.md](references/art-direction.md) for the per-layer quality bars and reference handling. Do not assume every card is anime, Japanese, or a copy of the example that inspired this skill. 2. Produce the layers. For an uploaded reference, inspect it first and preserve the requested identity and composition; use the available image tool and never silently substitute an API that needs a key or a paid service. Subject and text (and the optional effects overlay) must be genuinely transparent RGBA; the background must be fully opaque. Save them under the output project's `assets/` as `subject.png`, `background.png`, `lineart.png`, `text.png`, plus `effects.png` when used. Keep every layer on the same canvas. Never package generated artwork into this skill. 3. Derive `lineart.png` from the same source as the subject — the same draw calls, or an edge/threshold pass over the finished subject — so the contours register exactly. Never ask for a fresh line drawing from a text description: a regenerated pose drifts and produces glowing outlines in the wrong place. 4. Write `<project>/card-config.json` from [references/config.example.json](references/config.example.json): metadata, the asset paths, and one depth per layer. Then run `scripts/validate_assets.py <project>` and inspect the result by eye as well as numerically — equal canvases, real transparency where it is required, dark contours on white for the line art, and no empty layers. A painted checkerboard is not transparency: `validate_assets.py` converts a painted board to a true alpha channel through `scripts/checkerboard_to_alpha.py` (logged in `asset-validation.json`), but asking the tool for a genuine RGBA PNG is still the better outcome. 5. Run `scripts/run_pipeline.py --project <project>`. It validates, locates Blender and installs an official portable copy into `<project>/tools/` when absent, builds the editable scene, renders the preview, exports the geometry, copies the viewer from `assets/web-template/`, and installs the viewer's dependencies. Python with Pillow, Node.js with npm, and network access for the first Blender download are required. Read the errors instead of retrying the same blocker. 6. Start the site with `node <project>/web/server.mjs`, keep it alive, and open the URL it prints. Read [references/verification.md](references/verification.md), then run `node scripts/verify_web.mjs <project>`: it launches its own headless Chromium and its own copy of the viewer, drives drag, flip, reset, zoom, the keyboard, every slider (including 特效景深), the finish options, the screenshot download, a ~390 px viewport and the reduced-motion setting, compares real captured frames, writes `<project>/verification/report.json` plus screenshots, and exits non-zero on any failure. It needs no GUI and runs as root, so a container or CI session is not a reason to skip it. A green report is evidence about controls, not about looks: still open the page and look at the render, both tilts and the layers yourself. A `ready` flag proves none of that. 7. Deliver the working URL, the source project, the editable `.blend` and the renders. Say plainly that the Blender node graph is rebuilt in GLSL for the browser — glTF carries geometry and material roles only — so the two are close but not pixel-identical. Publish a website or repository only when that is asked for. For a requested skill ZIP,
一个通用 Agent Skill:不挑宿主,多模态模型都能用——把小时候文具店门口那种会闪的全息卡复刻到浏览器里。 说一句话,就得到一张会随视角流光、带层次景深的 3D 闪卡网页,外加一个可以随便改的 Blender 工程。 小时候买不起的闪卡,现在你想印谁就印谁。这是你的私人卡牌工坊。 它是一台全自动闪卡生产线:你给一句话或一张参考图,剩下全交给模型—— 画四层图:主体、背景、线稿、文字,画在同一块画布、同一套坐标里 搭 3D 场景:Blender

