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Agent Skill · 前端设计

asset-pipeline-3d(资产管道 3d)

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

asset-pipeline-3d 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,第三方扫描有提醒项,按安装量在前端设计类的 10,216 个 Skill 里排第 5,329。

总安装 696周安装 29GitHub Stars 3下载 232核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:asset-pipeline-3d(资产管道 3d)
来源仓库:https://github.com/anthemflynn/ccmp
仓库路径:skills/asset-pipeline-3d
安装命令:
npx skills add https://github.com/anthemflynn/ccmp --skill asset-pipeline-3d
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/anthemflynn/ccmp --skill asset-pipeline-3d

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

asset-pipeline-3d 优化 3D 模型与纹理资源,使其适配高性能网页渲染需求。适用场景包括 WebGL 游戏、AR/VR 应用与数据可视化项目的资源交付流程。核心能力支持 Meshopt 与 Draco 几何压缩、KTX2/Basis 纹理压缩及动画友好型处理策略。

使用方式依据静态/动态模型选择压缩算法,优先推荐 Meshopt 以获得更好的动画支持与解码速度。安装前应验证 Blender 4.2+ 与相关 CLI 工具版本兼容性,确保输出格式符合目标引擎要求。

来源仓库内路径:skills/asset-pipeline-3d

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/anthemflynn/ccmp --skill asset-pipeline-3d;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

asset-pipeline-3d 怎么安装?

在终端执行 npx skills add https://github.com/anthemflynn/ccmp --skill asset-pipeline-3d。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

asset-pipeline-3d 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

asset-pipeline-3d 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

asset-pipeline-3d 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

asset-pipeline-3d 用的人多吗?

公开数据是累计安装 696 次,近一周安装 29 次,下载 232 次,GitHub 3 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

asset-pipeline-3d 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
asset-pipeline-3d

资产管道 3d · 本页

6963需要联网MIT有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

3D Asset Pipeline

Prepare and optimize 3D assets for performant web delivery.

Tool Versions (2026) - gltf-transform: v4+ - Meshoptimizer: v0.21+ - Basis Universal: v1.16+ - Blender: 4.2+

Decision Frameworks

When to Use Which Compression

Geometry Compression:
├─ Need fastest decode time? → Meshopt (recommended)
├─ Need smallest file size? → Draco (10-20% smaller)
├─ Animated models (skinned/morphs)? → Meshopt (better animation support)
├─ Static meshes only? → Either works
└─ Maximum compatibility? → No compression (larger files)

Texture Compression:
├─ GPU-compressed (fastest rendering)? → KTX2/Basis Universal
├─ Good balance (size vs quality)? → WebP
├─ Best quality at cost of size? → PNG (lossless) or AVIF
├─ Need alpha channel? → WebP, PNG, KTX2, or AVIF
└─ Photo textures, no alpha? → JPEG or WebP

When to Use Which Pipeline

Single hero model (product viewer)?
  → gltf-transform optimize with high quality settings

Many similar models (e-commerce)?
  → Batch processing script with consistent settings

Game assets (performance critical)?
  → Aggressive compression + LODs + texture atlases

Architectural visualization?
  → High poly + baked lighting + KTX2 textures

Real-time application?
  → Meshopt + KTX2 + LODs + strict budgets

Compression Decision Matrix

ScenarioGeometryTexturesLODs
Product viewerMeshoptWebP/KTX2Optional
Game assetsMeshoptKTX2Required
ArchvizMeshoptKTX2 2048pxPer-room
MobileMeshoptKTX2 512-1024pxRequired
E-commerce batchDraco (smaller)WebPOptional

GLTF/GLB Overview

GLTF (GL Transmission Format) is the standard for web 3D. GLB is the binary version (single file).

GLTF supports:

  • Meshes, materials (PBR), textures
  • Skeletal animations, morph targets
  • Scene hierarchy, cameras, lights
  • Extensions for advanced features

File structure:

  • .gltf - JSON with external binary/textures
  • .glb - Single binary file (preferred for web)

Compression Tools

gltf-transform (Recommended)

Node.js CLI for GLTF optimization. Install: npm install -g @gltf-transform/cli

# Meshopt compression (recommended - faster decode)
gltf-transform meshopt input.glb output.glb

# Draco compression (smaller files, slower decode)
gltf-transform draco input.glb output.glb

# Texture compression to KTX2/Basis (GPU-compressed)
gltf-transform ktx input.glb output.glb --compress uastc

# Full optimization pipeline (2026 recommended)
gltf-transform optimize input.glb output.glb \
  --compress meshopt \
  --texture-compress ktx2

# WebP textures (good balance, wider support)
gltf-transform optimize input.glb output.glb \
  --compress meshopt \
  --texture-compress webp

# Resize textures (power of 2)
gltf-transform resize input.glb output.glb --width 1024 --height 1024

# Flatten scene hierarchy (reduces draw calls)
gltf-transform flatten input.glb output.glb

# Merge meshes sharing materials
gltf-transform join input.glb output.glb

# Remove unused data
gltf-transform prune input.glb output.glb

# Deduplicate accessors
gltf-transform dedup input.glb output.glb

# Generate simplified LOD
gltf-transform simplify input.glb output.glb --ratio 0.5 --error 0.001

# Full production pipeline
gltf-transform optimize input.glb output.glb \
  --compress meshopt \
  --texture-compress ktx2 \
  --texture-size 1024

gltfpack

Alternative CLI (part of meshoptimizer). Faster, less flexible.

# Basic optimization
gltfpack -i input.glb -o output.glb

# With Meshopt compression
gltfpack -i input.glb -o output.glb -cc

# With KTX2 texture compression
gltfpack -i input.glb -o output.glb -tc

# Simplify (50% triangle reduction)
gltfpack -i input.glb -o output.glb -si 0.5

# All optimizations (production ready)
gltfpack -i input.glb -o output.glb -cc -tc -si 0.5

Texture Optimization

Format Selection

FormatUse CaseAlphaCompressionGPU Decode
KTX2/BasisGPU-compressed (best)YesUASTC/ETC1SNative
WebPGeneral texturesYesLossy/LosslessCPU
AVIFBest file compressionYesLossyCPU
JPEGPhotos, no alphaNoLossyCPU
PNGUI, sharp edgesYesLosslessCPU

KTX2/Basis Universal is preferred for 2026 - textures stay compressed in GPU memory.

Size Guidelines

Texture TypeMobileDesktopNotes
Diffuse/Albedo512-10241024-2048sRGB color space
Normal512-10241024-2048Linear, tangent space
Roughness/Metal256-512512-1024Linear, can pack
AO256-512512-1024Linear, can pack
Environment256-512512-1024HDR for reflections

Power of 2: Always use power-of-2 dimensions (256, 512, 1024, 2048) for mipmapping.

Compression Commands

# ImageMagick - resize and convert
magick input.png -resize 1024x1024 -quality 85 output.webp

# cwebp (WebP)
cwebp -q 80 input.png -o output.webp

# Basis Universal (KTX2) - high quality UASTC
basisu -uastc -uastc_level 2 input.png -output_file output.ktx2

# Basis Universal - smaller ETC1S (lower quality)
basisu input.png -output_file output.ktx2

# toktx (Khronos tool)
toktx --t2 --uastc 2 output.ktx2 input.png

# Squoosh CLI (WebP/AVIF)
squoosh-cli --webp '{quality:80}' input.png
squoosh-cli --avif '{quality:60}' input.png

Channel Packing (ORM)

Combine grayscale maps into RGBA channels to reduce texture count:

R: Ambient Occlusion
G: Roughness
B: Metalness
A: (unused or height)
// Three.js with packed ORM texture
const ormTexture = textureLoader.load('/orm.png')
ormTexture.colorSpace = THREE.LinearSRGBColorSpace

const material = new THREE.MeshStandardNodeMaterial({
  aoMap: ormTexture,
  roughnessMap: ormTexture,
  metalnessMap: ormTexture,
  // Channel selection happens automatically in ORM workflow
})

Blender Export Settings

GLTF Export Checklist

  1. Apply transforms: Ctrl+A → All Transforms
  2. Apply modifiers: Check "Apply Modifiers" in export
  3. Check scale: Blender default 1 unit = 1 meter
  4. Clean up: Remove unused materials, objects, shape keys

Export Settings (Blender 4.2+)

Format: GLB (single file)

Include:
  [x] Selected Objects (if exporting subset)
  [x] Custom Properties
  [x] Cameras (if needed)
  [x] Punctual Lights (if needed)

Transform:
  +Y Up (standard for web)

Data:
  Mesh:
    [x] Apply Modifiers
    [x] UVs
    [x] Normals
    [ ] Tangents (let Three.js compute)
    [ ] Vertex Colors (unless needed)

  Material:
    [x] Materials → Export
    [x] Images → Automatic (embeds in GLB)

  Shape Keys: [x] (if using morph targets)
  Skinning: [x] (if using armatures)
  Armature:
    [x] Export Deformation Bones Only

Animation:
  [x] Animations
  Sampling Rate: 24 or match source

Compression:
  [ ] Draco (prefer post-processing with gltf-transform)

Common Export Issues

ProblemSolution
Model too big/smallApply scale (Ctrl+A) before export
Missing texturesPack textures (File → External Data → Pack)
Broken normalsRecalculate normals (Shift+N in Edit mode)
Flipped facesCheck normals direction, flip if needed
Animation jitterIncrease keyframe sampling rate
Materials wrongUse Principled BSDF, check texture paths
Bones missingCheck "Export Deformation Bones Only"

Loading in Three.js

WebGPU Setup (2026)

import * as THREE from 'three/webgpu'
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js'

const loader = new GLTFLoader()

// Meshopt decoder (recommended)
loader.setMeshoptDecoder(MeshoptDecoder)

// KTX2 textures (requires renderer for format detection)
const ktx2Loader = new KTX2Loader()
ktx2Loader.setTranscoderPath('https://cdn.jsdelivr.net/npm/three@0.171.0/examples/jsm/libs/basis/')
ktx2Loader.detectSupport(renderer) // Required!
loader.setKTX2Loader(ktx2Loader)

// Load
const gltf = await loader.loadAsync('/model.glb')
scene.add(gltf.scene)

Draco Fallback (if needed)

import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'

const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.7/')
loader.setDRACOLoader(dracoLoader)

React Three Fiber

import { useGLTF } from '@react-three/drei'

// Drei handles Meshopt and Draco automatically
const { scene, nodes, materials, animations } = useGLTF('/model.glb')

// Preload for instant display
useGLTF.preload('/model.glb')

Performance Budgets

Target Metrics

PlatformTrianglesDraw CallsTexture MemoryFile Size
Mobile<100K<50<50MB<5MB
Desktop<500K<100<200MB<20MB
High-end<2M<200<500MB<50MB

Profiling

// Three.js render info (call after render)
console.log(renderer.info.render)
// { calls, triangles, points, lines, frame }

console.log(renderer.info.memory)
// { geometries, textures }

// Performance monitor
import Stats from 'stats.js'
const stats = new Stats()
stats.showPanel(0) // 0: fps, 1: ms, 2: mb
document.body.appendChild(stats.dom)

function animate() {
  stats.begin()
  renderer.render(scene, camera)
  stats.end()
}
renderer.setAnimationLoop(animate)

Asset Validation

# Validate GLTF structure
npx gltf-validator model.glb

# Online validation
# https://gltf.report

# Check file size breakdown
gltf-transform inspect model.glb

Related Skills

When you need...Use skill
Build 3D scenes with Three.js→ threejs
Build 3D scenes with React→ react-three-fiber
Debug rendering/performance issues→ graphics-troubleshooting

Reference Files

平台分布

Claude Code

24.91%
按下载量换算58

OpenCode

21.47%
按下载量换算50

Antigravity

19.04%
按下载量换算44

Codex

11.35%
按下载量换算26

Gemini CLI

8.08%
按下载量换算19

windsurf

3.17%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。

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