web-3d-asset-pipeline — Codex skill: what it does, how to install
Guides browser-game 3D assets from Blender cleanup to GLB or glTF preparation. Use it after choosing a runtime stack, when asset quality or size is the remaining issue.
npx skills add openai/plugins --skill web-3d-asset-pipeline -a codexWhat web-3d-asset-pipeline does
The skill lays out a route from source model to browser-game asset: clean it in a DCC tool such as Blender, export as GLB or glTF 2.0, then optimize with glTF Transform. GLB or glTF 2.0 is the default shipping format. Before delivery, check hierarchy names, pivots and transforms.
For geometry, it lists Draco and Meshopt; for textures, KTX2 or BasisU when the runtime supports them. WebP and AVIF are options elsewhere in the asset pipeline. Reusing materials and textures can cut memory and draw-call cost. For physics-heavy scenes, author collision proxies; plan LODs for large environments or repeated props.
Use this skill when the runtime stack is already chosen and the issue is asset quality or size. Scene, camera, renderer and game-loop work sits outside its scope, as does choosing between engines.
What it helps with
- clean a Blender model before export
- optimize GLB or glTF files with glTF Transform
- prepare textures for browser delivery
- set up collision proxies and plan LODs
- check model pivots and transforms
Example prompts for the agent
- Prepare this model for a browser game: clean it in Blender and export it as GLB.
- Optimize this glTF with glTF Transform and suggest a suitable compression option.
- Check whether these props need collision proxies or LODs.
How to install web-3d-asset-pipeline
1Skills CLI (Vercel)
npx skills add openai/plugins --skill web-3d-asset-pipeline -a codex2Manually: put the files in place
.agents/skills/web-3d-asset-pipeline/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add openai/plugins --skill web-3d-asset-pipeline -a claude-code2Manually: put the files in place
~/.claude/skills/web-3d-asset-pipeline/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/web-3d-asset-pipeline/
Manually: put the files in place
.cursor/skills/web-3d-asset-pipeline/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install openai/plugins web-3d-asset-pipeline2Manually: put the files in place
.github/skills/web-3d-asset-pipeline/SKILL.mdPlatform CLI
gemini skills install https://github.com/openai/plugins --path plugins/game-studio/skills/web-3d-asset-pipelineManually: put the files in place
.devin/skills/web-3d-asset-pipeline/SKILL.mdThe legacy .windsurf/skills/ path still works
Claude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set201
The whole set →Similar
Questions about web-3d-asset-pipeline
How do I install web-3d-asset-pipeline in Codex?
Run npx skills add openai/plugins --skill web-3d-asset-pipeline.
What does web-3d-asset-pipeline do?
It guides preparation of browser-game 3D assets, from model cleanup and GLB or glTF export to checks before delivery.
Which engines can use these recommendations?
The guidance is engine-agnostic. Examples include Three.js and React Three Fiber, plus Babylon.js and PlayCanvas.
Source text
SKILL.md · MIT
--- name: web-3d-asset-pipeline description: Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation. --- # Web 3D Asset Pipeline ## Overview Use this skill for shipped 3D assets, not runtime scene code. The default output format for browser 3D work in this plugin is GLB or glTF 2.0. The goal is predictable runtime assets, not whatever the DCC tool happened to export first. This guidance is engine-agnostic and can serve Three.js, React Three Fiber, Babylon.js, or PlayCanvas. ## Use This Skill When - the task is about GLB or glTF shipping format - the task is about model cleanup, texture packaging, compression, LOD, or collision proxies - the runtime stack is already chosen and the remaining problem is asset quality or size ## Do Not Use This Skill When - the task is about scene, camera, renderer, or game-loop structure - the task is purely about React versus vanilla Three.js routing - the user is still deciding between runtime engines ## Default Pipeline 1. Author and clean the source asset in a DCC tool such as Blender. 2. Export to GLB or glTF 2.0. 3. Optimize with glTF Transform. 4. Validate naming, pivots, transforms, material reuse, and texture budgets. 5. Add collision proxies, LOD strategy, and baked-lighting assumptions as needed. 6. Ship the optimized asset and load it with engine-native GLTF support. ## Format Rules - Default shipping format: GLB or glTF 2.0. - Do not treat FBX, OBJ, or DCC-native formats as the long-term runtime contract. - Apply or normalize transforms before shipping. - Keep units, pivots, and orientation conventions consistent across the whole asset set. ## Optimization Rules - Use glTF Transform for pruning, deduplication, simplification, and packaging. - Use geometry compression intentionally. - Draco is a valid option when decode cost and compatibility fit the runtime. - Meshopt is often a strong default for web delivery. - Compress textures deliberately. - Use KTX2 or BasisU when the runtime stack supports it. - Use WebP or AVIF where they make sense in the broader asset pipeline. - Reuse materials and textures where possible to cut memory and draw-call cost. ## Runtime-Ready Asset Rules - Keep model hierarchy names stable and meaningful. - Set pivots and origins for gameplay interaction, not just for DCC convenience. - Author explicit collision proxies for physics-heavy scenes. - Decide whether lighting is dynamic, baked, or hybrid before final export. - Plan LODs for large environments or repeated props. - Keep texture resolution proportional to on-screen use, not source-art ambition. ## Common Failure Modes - Shipping raw DCC exports without cleanup - Too many unique materials - Texture sizes far above visible need - Missing collision proxies - Scale or pivot mismatches between assets - Runtime code compensating for asset mistakes that should be fixed upstream ## References - Three.js stack: `../../references/threejs-stack.md` - React Three Fiber stack: `../../references/react-three-fiber-stack.md` - GLB loader starter: `../../references/gltf-loading-starter.md` - Rapier starter: `../../references/rapier-integration-starter.md` - 3D asset pipeline reference: `../../references/web-3d-asset-pipeline.md` - Alternative engines: `../../references/alternative-3d-engines.md`
© OpenAI · MIT · openai/plugins