| name | woc-image-to-glb |
| description | Turn a reference image into a shipping World of ClaudeCraft GLB through the img2threejs intake gates and the repo's deterministic export, optimize, fingerprint, and test pipeline. Use when asked to create, replace, rebuild, re-export, or re-pin a world asset (prop, furniture, building, landmark, stall, service object) from a concept or reference image. |
World of ClaudeCraft image-to-GLB
This is the Codex-side pointer for the shared asset pipeline. The canonical operating
procedure is the Claude skill at .claude/skills/image-to-glb/SKILL.md; the deep runbook
is docs/image-to-glb-asset-workflow.md. Follow those two documents exactly; do not
improvise an alternative pipeline.
Quick orientation:
- Read
scripts/assets/CLAUDE.md, then .claude/skills/image-to-glb/SKILL.md in full.
- The
img2threejs skill (installed at ~/.codex/skills/img2threejs) drives reference
admission, detail inventory, sculpt specs, and staged visual review. It is an authoring
aid, never a build dependency.
- The committed chain is: reference (with provenance and a
CREDITS.md row) -> budgets ->
sculpt spec -> purpose-built factory (scripts/assets/<asset>/model.js, vertex colors,
material buckets, sockets) -> deterministic exporter -> build_assets.mjs optimizer ->
public/models/props/ -> media manifest -> parsed-GLB contract test -> render adapter
module -> matched desktop/mobile in-game evidence -> npm run gate.
- Respect the source-fingerprint contract: any change to a fingerprinted input (including
package-lock.json) means re-exporting the affected asset families and re-pinning the
sha256 and fingerprint literals in tests, docs, and capture evidence JSONs.