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mint-threejs-skills — Claude Code skill: what it does, how to install

Guides agents to build browser 3D apps, games, and viewers in Three.js with Mint MCP asset generation. It coordinates asset pipelines, runtime loaders, and scene directors.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add mintdotgg/mint-threejs-skills --skill mint-threejs-skills -a claude-code
Open on GitHub

What mint-threejs-skills does

The skill structures Three.js development into distinct routes: single-asset viewers, general interactive applications via threejs-app-director, and gameplay experiences through threejs-game-director. Greenfield setups default to TypeScript, Vite, and modular vanilla Three.js, with support for React Three Fiber when requested.

Mint MCP serves as the dedicated production pipeline for generated 3D models, keeping MCP logic strictly out of browser runtime code. Assets and remote workspace settings are tracked in mint-assets.json using scripts/sync-mint-assets.mjs to keep local file paths consistent across repeated generations.

Standard GLTFLoader will fail on Mint-optimized GLBs because they require a Draco-capable shared loader at runtime. Verification is also strictly gated: agents run an automated minimum check, but must ask for permission before running extended browser QA and require explicit secondary approval for mobile testing.

What it helps with

  • build browser 3D apps and games with Three.js
  • set up a lightweight asset viewer for 3D models and materials
  • configure Draco runtime loaders for Mint-optimized GLB files
  • sync generated 3D assets to mint-assets.json via Mint MCP

Example prompts for the agent

  • Create an interactive Three.js and Vite viewer for a new Mint model
  • Set up Draco-capable GLB loading and sync generated assets into mint-assets.json

How to install mint-threejs-skills

1Skills CLI (Vercel)

npx skills add mintdotgg/mint-threejs-skills --skill mint-threejs-skills -a claude-code

2Manually: put the files in place

~/.claude/skills/mint-threejs-skills/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/mint-threejs-skills/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about mint-threejs-skills

How to install mint-threejs-skills in Claude Code?

Run npx skills add mintdotgg/mint-threejs-skills --skill mint-threejs-skills -a claude-code. The file will be saved to ~/.claude/skills/mint-threejs-skills/SKILL.md.

What does mint-threejs-skills do?

It guides AI agents through building browser 3D apps, games, and viewers in Three.js, structuring asset imports via Mint MCP and enforcing testing and architecture rules.

Why do Mint GLB models require a Draco loader?

Mint-optimized GLB assets are compressed and cannot be parsed by a bare GLTFLoader. You must configure a Draco-capable loader in your Three.js runtime.

Source text

SKILL.md · MIT
---
name: mint-threejs-skills
description: Build, revise, debug, and verify browser-based Three.js apps, games, asset viewers, model and asset-pack deliveries, material and material-pack deliveries, animated-model viewers, and explicitly requested Gaussian-splat worlds with Mint MCP as the production asset pipeline.
---

# Mint Three.js Skills

Mint's agent skill suite for browser-based Three.js work. It combines and
adapts open source Three.js game, application, and graphics-agent workflows,
generalized for 3D apps while retaining deep game workflows.

## Choose A Route

- Fresh request whose primary deliverable is one generated model, an animated
  model, a coherent model asset pack, one material, a material pack, or one
  explicitly requested Mint world: read `references/asset-viewer.md`, then use
  the app director. The asset is the product; the viewer is its inspection and
  download shell.
- General 3D app, viewer, configurator, simulation, walkthrough, editor, or
  interactive experience: read `skills/threejs-app-director/SKILL.md`.
- Game or game-like request with objectives, challenge, scoring, failure,
  progression, or game feel: read `skills/threejs-game-director/SKILL.md`.
- Mixed experience: start with the app director, then add only the relevant game
  specialists.

Both routes share visual systems, interaction, debugging, QA, and
`references/mint-mcp-assets.md`. Before the first Mint MCP write for a codebase,
read `references/mint-project-workspaces.md` to resolve one Mint Project for the
work. Projects that use Mint assets also use the durable registry in
`references/asset-pipeline.md`.

Existing app or game context wins over asset delivery. Generate and integrate a
requested asset into that project instead of scaffolding a separate viewer.

## Invariants

- Existing project architecture wins. For greenfield work, default to
  TypeScript, Vite, and Three.js modules.
- Vanilla Three.js is the default; support React Three Fiber or another
  Three.js-based stack when the project or user chooses it.
- Mint MCP is the only generated-asset production pipeline. Keep MCP calls out
  of browser runtime code.
- Distinguish the local code project (the folder or repository being edited)
  from its Mint Project (the remote workspace that owns Mint chats and assets).
  Resolve or create the Mint Project once, persist it in `mint-assets.json`, and
  reuse it for every independent generation started for that codebase.
- For every project that imports Mint files or remote world configuration,
  maintain a project-root `mint-assets.json` through
  `scripts/sync-mint-assets.mjs`. Reuse stable logical keys and preserve the
  existing project's asset-root conventions.
- For every Three.js path that loads Mint-generated GLBs, read
  `references/gltf-runtime-compatibility.md` and use a Draco-capable shared
  loader. Mint-optimized GLBs are not compatible with a bare `GLTFLoader`.
- Prefer discrete generated models and compose them in Three.js. Generate a
  Mint world only when the user explicitly chooses a generated environment;
  then read `references/mint-world-splats.md`.
- Use procedural or user-provided assets when they are the right design choice
  or Mint MCP lacks the required capability. Never create a competing
  procedural version of a subject that Mint generated successfully.
- Before verification, read `references/verification-policy.md`. Run its
  automatic minimum, ask before extended desktop/browser QA, and require a
  separate secondary approval for mobile QA. Its approval boundary overrides
  broader specialist completion gates.
- Do not force game concepts such as objectives, pressure, rewards, or failure
  onto general 3D apps.

## User-Owned UI

- Treat the delivered app as the user's product, not as a demo of the
  asset-generation pipeline.
- Keep provider names, branding, badges, generation links, asset IDs, and
  provenance out of runtime UI unless the user explicitly asks for them.
- Mention generation provenance and handoff links only in the final response or
  developer documentation.
- Default to the minimum UI required for the experience: loading and error
  status, essential controls, and explicitly requested actions.
- Do not add headers, title bars, navigation, marketing copy, attribution, or
  decorative application chrome unless requested.
- For the canonical asset viewer, keep the canvas dominant with a compact
  centered details dialog opened from an info button plus bottom-centered
  inspection controls. Do not reserve permanent sidebar space. For other simple
  viewers and walkthroughs, use a compact bottom-centered control group. Place
  loading, ready, or error status directly above it using the same compact
  visual language.

When the user asks for a reusable prompt, use
`references/request-templates.md`.

© mintdotgg · MIT · mintdotgg/mint-threejs-skills

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