img2threejs — Image to procedural Three.js
Rebuild the object visible in a reference image as a code-only procedural Three.js model,
gated by a staged sculpting pipeline and an AI-vision self-correction loop. This is
reconstruction-by-code, not photogrammetry, mesh extraction, or downloaded art packs.
Agent-agnostic: works under Claude Code, Codex, or OpenCode. Wherever this doc says "agent
vision" or "agent browser tool", use whatever the host provides — native image reading, a
browser MCP (playwright/chrome-devtools), the project preview, or a user-supplied screenshot.
When To Use
The user attaches/points to an object image and wants a procedural Three.js model, a
reconstruction/animation/destruction plan, a sculpt spec, or code. Also for material studies,
action-ready props, game objects, botanical/mechanical parts, and stylized reconstructions.
Core Promise
Sculpt from a photo, in order — never one-shot a mesh:
- Run
python3 forge/next.py <spec> first. It reports the current unlocked pass, exact next command, and unmet acceptance criteria.
- Validate the image is a suitable 3D target (
grimoire/intake/validation_rubric.md).
- Assess object class + complexity, then write a
qualityContract before any code.
- Spec it: component hierarchy, materials, lighting, pivots, sockets, action anchors.
- Build pass-by-pass from blockout → structure → form → material → lighting → interaction → optimization.
- Verify each pass with a screenshot compared against the reference; fail a pass if an identity-defining feature is wrong even when the global score looks fine.
State explicitly when output is approximate/stylized/low-poly. A single image cannot reveal
hidden sides or guarantee exact geometry — say so instead of faking confidence.
Transparency and Process Debugging (Critical — from Bowie Knife reconstruction)
The problem: When the user cannot tell what was done or where something went wrong, they cannot debug the process. Over-claiming (reporting success when features still don't match) destroys trust and makes iterative improvement impossible.
Rule: Be transparent + don't over-claim. State exactly what changed each pass, with evidence, and name what still doesn't match:
- After each pass, explicitly list what changed: "Updated guard shape to extend left edge from -0.56 to -0.48 for handle overlap"
- Provide evidence: reference the specific values, coordinates, or parameters that changed
- Name what still doesn't match: "Handle silhouette traced but still flat plane (no Z palm-swell), procedural crosshatch not reference's exact dot-grid knurl"
- Explain why a change was made: "Extended guard left edge because handle ends at X=-0.42 and guard ended at X=-0.20, causing visual gap"
- Never claim a feature is "done" when it's only "improved" — use precise language
- When a gate passes but visual inspection shows issues, explain the limitation: "2D gate passed (fidelity 0.83) but three-quarter render shows blade reads as toy (no grind wedge) — 2D gates are blind to 3D realism"
The user needs to be able to debug the process, not just the output. If something is wrong, they should be able to trace which decision led to the error and correct it. Opaque processes force restarts; transparent processes enable refinement.
Required Inputs
- one image path / screenshot / URL / attached image (if missing or unreadable, ask)
- intended use: prop, game object, hero render, playable/destructible object, animation rig
(default: real-time browser prop with interactive performance)
- for a CS2 request, an authoritative classification record (family/subtype and evidence refs) or
an explicit request for the user/vision provider to supply one; heuristic detection alone is not
enough to select a geometry adapter
The Loop (scripts do enforcement; agent vision does judgment)
Run scripts from the skill root (forge/...). Pure Python 3.10+ stdlib, no pip installs.
Full flags: grimoire/scripts.md. Never let a script score visuals — that is the agent's job.
- Analyze the image first (agent vision, before any script): work the layered observation
protocol in
grimoire/intake/image_analysis.md — identify/classify, decompose macro→meso→micro,
map part relationships, name materials in PBR terms, list identity-defining features, and flag
what the single view hides. Observation before inference; controlled 3D vocabulary; 3D
object-space not 2D image-space. This is generic for any subject and feeds every field below.
Then probe local images: forge/stage1_intake/probe_image.py <image> (metadata only, not a visual check).
1a. Local Spec Search — after image analysis and before writing or refining a spec, local
evidence is a pipeline stage, not an optional memory lookup, whenever the request needs
domain-specific anatomy, PBR, wear, geometry, runtime, or physics specifications. The pre-spec
command automatically runs BM25, chooses cs2 for CS2 targets and core_3d otherwise, and
writes a localSpecSearch evidence bundle into the assessment:
python3 forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --out assessment.json.
Add observed terms with repeatable --spec-query "<term>"; use --collection <collection> only
when the automatic collection choice is insufficient. new_sculpt_spec.py --assessment carries
that bundle into the final spec, including snippets, source_refs, and evidence_refs.
For extra focused retrieval, the direct CLI remains available:
python3 forge/stage1_intake/search_specs.py "<query>" --collection <collection> --limit 3 --snippet-chars 250 --json.
For CS2, include English/Vietnamese variants, for example --spec-query "safety ring vòng ngón"
or search_specs.py "roughness độ nhám" --collection cs2. Expand queries with object names,
component names, material/finish terms, behavior terms, and bilingual aliases; retry focused
alternatives when the first result is incomplete. Build the spec from returned evidence and do
not invent domain specs when local evidence exists. Search caches are local/generated only;
preserve JSONL records and source provenance rather than replacing them with cache output.
1b. CS2 intake manifest — for a CS2 request, create and validate cs2-intake.json before
pre-spec authoring. Run admission and probing for every source view, record the heuristic signal
as non-authoritative evidence, attach the classification record, resolve the supported family,
and choose route independently from exactnessTier. Missing classification, insufficient
coverage, or a contradictory high-confidence class is request-input; unsupported families do
not continue into spec generation.
- Pre-Spec Assessment Gate — classify + score complexity + write the quality contract:
forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --complexity <simple|moderate|complex|ultra-complex> --out assessment.json. Rules: grimoire/intake/quality_contract.md.
Set objectClass.primaryDomain (object | character | hybrid) and fill the seeded
detailInventory (its targetMinDetails scales with complexity). Supported CS2 knife
skins: always pass --cs2, which defaults the complexity tier to ultra-complex
(targetMinDetails 16) — the finish/wear/hardware is the item, so CS2 is held to the top
fidelity bar; targetMinDetails never drops below the 9 floor even if downgraded by hand.
Author procedural GEOMETRY (blade/guard/grip profiles) but make the FINISH a de-lit
reference-crop PROJECTION, not a procedural finish material — projecting the photo's own
pixels is what reaches reference fidelity for patterned skins (Doppler/Gamma/Marble/Fade), and
is what the v1.3 baseline demos do; a procedural finish for a patterned skin reads visibly wrong
against the reference. Take the projection path in step 2c (it generalizes from characters to
any reference-matched surface). Procedural finish is the fallback ONLY when live view-dependent
response matters more than matching this one reference. Finish routes + rulebook:
grimoire/build/cs2_finishes.md; optional exact-texture acquisition:
grimoire/intake/cs2_texture_acquisition.md.
2b. Detail inventory (do not skip for detailed subjects) — scan zones and enumerate every
identity-defining small detail (gloss, bevel, fasteners, linework, contours, stains):
forge/stage1_intake/build_detail_inventory.py <image> --mode grid-3x3 --out-dir <dir> --out di.json.
Each detail MUST map to a component.localFeatures or material.localOverrides entry — never
prose only. Taxonomy + 3D-term recipes: grimoire/intake/detail_inventory.md.
2c. Projection-first fidelity (characters AND reference-matched surfaces — supported CS2 knife skins, decals,
painted patterns) — when the goal is matching a specific reference's surface, put the photo's
own pixels on the mesh instead of approximating them procedurally. This is the single biggest
fidelity lever; a procedural material for a patterned surface is the #1 reconstruction failure.
Recipe (grimoire/character/likeness_maximization.md — its two levers, align-mesh+camera and
project-the-photo, generalize past characters): solve the camera
(stage1_intake/solve_camera_pose.py → referenceCamera), de-light the reference so it is
free of baked lighting (stage1_intake/delight_albedo.py, hard requirement — this is what makes
projection safe, not the flat-lit icon), then project the de-lit crop onto the mesh and bake it
into UVs (stage3_build/bake_projected_texture.py --mesh-id <id>). For a CS2 skin the mesh is the
procedural blade/guard/grip you author in the spec, and the projected de-lit crop IS the finish
(front + back from the two views) — no procedural Doppler material. For characters, first capture
landmarks (stage1_intake/extract_landmarks.py --out anatomy.json), fill preSpecAssessment.anatomy,
route grimoire/character/reconstruction.md. A single view cannot show hidden sides — report
per-region confidence and request more views when it matters.
- Author the spec from the assessment:
forge/stage2_spec/new_sculpt_spec.py "Name" --image <img> --assessment assessment.json --manifest cs2-intake.json --out object-sculpt-spec.json.
Replace generic starter featureReviewTargets with the object's real identity-defining
systems (≤5 critical, ≤3 important per pass); for characters add anatomy-proportion,
face-landmark-placement, pose-silhouette, outfit-and-palette. Use 3D-graphics terms only
(grimoire/glossary/3d_vocabulary.md), never "nice/smooth/shiny". Classify every component's
topologyClass/topologyRationale per grimoire/intake/surface_topology.md before picking a
primitive — this is what prevents a continuous organic form from being picked as a box.
- When material fidelity matters and a source image exists, analyze each material's finish then
extract reference PBR evidence, both per crop (crop the correct region — verify the crop is on the
part you think it is):
forge/stage1_intake/analyze_texture.py <crop> --spec spec.json --material-id <id> --in-place
classifies the finish (gem-metal | gemstone | painted-metal | worn-composite | brushed-steel | plastic), extracts the gradient palette, and writes doc-grounded MeshPhysicalMaterial scalars
(metalness/roughness/clearcoat/transmission/ior/anisotropy/envMapIntensity) onto the material.
Recipes + Three.js texture/PBR rules (colorSpace, CanvasTexture/DataTexture, height→normal) live
in grimoire/build/threejs_texture_reference.md. Rule of thumb: solid albedo for flat paint,
real reference crop for patterned finishes (doppler/quartz/hydro-dip/camo).
forge/stage1_intake/extract_pbr_evidence.py <crop> --out-dir <dir> --material-id <id> --target-threshold 0.7.
Confidence < 0.7 is a stop/refine-input signal, not a pass. It is inference, not inverse rendering.
- Validate, then strict-validate before generating code:
forge/stage2_spec/validate_sculpt_spec.py object-sculpt-spec.json then --strict-quality.
Strict blocks shallow specs (a complex object with one root, no repetition systems, no
local overrides, no micro groups is NOT implementation-ready even if JSON validates).
- Locked build passes — only touch the currently unlocked pass:
forge/stage3_build/orchestrate_passes.py status object-sculpt-spec.json
forge/stage3_build/orchestrate_passes.py check object-sculpt-spec.json --pass-id <pass>
forge/stage3_build/generate_threejs_factory.py object-sculpt-spec.json --out src/createObjectModel.ts
(generator is pass-gated: a future --pass-id fails until prior passes are reviewed continue).
- Render the current pass in a browser/preview, capture a screenshot at a review viewpoint.
- Package one side-by-side sheet, then inspect it with agent vision:
forge/stage4_review/make_comparison_sheet.py --reference <img> --render <shot> --out cmp.png --json.
- Record the review (overall + per-layer + per-feature scores + decision):
forge/stage4_review/append_review.py object-sculpt-spec.json --pass-id <pass> --fidelity <0-1> --action <continue|refine-spec|refine-code|request-input|stop> --summary "..." --render-screenshot <shot> --comparison-image cmp.png --ai-vision-score <0-1> --layer-scores-json '{...}' --feature-reviews-json <f.json> --in-place.
For the CS2 knife path, also attach the versioned report with
--cs2-review-json cs2-review.json --review-scene-json forge/tests/fixtures/knife_review_scene.json.
A failed family, painted-region, projection-coverage, critical-detail, or orbit gate blocks
continue even when the global score passes. See docs/cs2/review-gates.md.
- Sync pipeline state after manual review edits:
forge/stage3_build/orchestrate_passes.py sync object-sculpt-spec.json --in-place.
CS2 image-matched rule
For a CS2 item, the target is observable agreement between the supplied image and the rendered
item: silhouette, proportions, edge profile, hardware layout, coating colour, pattern placement,
wear, roughness response, and camera framing. Every decision must be traceable to evidence or be
labelled as an approximation.
The initial CS2 family boundary is knife only. Pistol, rifle, SMG, sniper, heavy, glove, and
unknown knife subtypes must stop with unsupported-family or unsupported-subtype; they must not
receive the knife component tree as a generic fallback.
Layer contract
Pass these records between layers. Do not copy an informal vision description into the next stage:
| Layer |
Owns |
Must emit |
Must not decide alone |
| Intake |
view validity and technical evidence |
role, path/hash, resolution, coverage, duplicate status, admission verdict |
item identity from aspect ratio or filename |
| Classification |
semantic identity |
family, subtype, confidence, evidence refs, provider/version, timeout state |
geometry or finish parameters |
| Identity |
skin/name/paint metadata |
precedence, resolved values, ambiguity candidates, provenance |
guessed paint index, float, or seed |
| Surface evidence |
pixels and texture sources |
de-lit reference, PBR channels, map provenance, colour space, UV orientation, confidence |
albedo reused as roughness/normal/AO |
| Geometry adapter |
family-specific form |
component tree, topology, dimensions, edge/spine, hardware relationships, painted regions |
hidden geometry without confidence notes |
| Spec/route |
evidence-backed implementation choice |
route, exactness tier, assumptions, feature targets, camera contract |
exact-texture claim without exact evidence |
| Build/review |
rendered observables |
fixed view, two non-degenerate orbit views, per-region results, failed gates, next action |
overriding a failed critical feature with a global score |
The canonical hand-off is cs2-intake.json (schemaVersion: 1). Its state is one of
proceed, request-input, fallback, rejected, unsupported-family, or
unsupported-subtype. Write it atomically and preserve unknown provider fields under
extensions; a fallback must never erase prior evidence.
CS2 intake order
- Admit and technically probe every view. Reject undecodable, empty, tiny, fragmented, or
duplicate references before classification.
- Record the heuristic CS2 signal only as a routing hint.
detect_cs2.py is never authoritative
identity evidence.
- Require a classification record before selecting a family adapter. If classification is absent,
timed out, or contradicts a high-confidence objectness result, return
request-input.
- Resolve identity in this order: explicit user metadata, uniquely resolved metadata, then the
authoritative classification record. Preserve ambiguity rather than guessing.
- Select route and exactness independently:
reference-projection: default for matching a specific patterned image;
authored-texture: only when independent texture maps are supplied or legally acquired;
procedural-finish: fallback when projection evidence is unavailable or live response is the
stated priority.
Exactness is image-only, metadata-assisted, or exact-texture; changing route must not
silently upgrade or downgrade the evidence tier.
- Select the knife adapter only after family/subtype validation. Record painted regions, unpainted
substrate, visible hardware, hidden-region confidence, and every approximation in the spec.
- For projection, solve the camera and de-light the source first. Projected pixels provide colour
evidence, not automatic geometry truth; geometry still comes from the adapter and silhouette
review.
Surface and review rule
For a specific CS2 reference, preserve the reference's own colour/pattern pixels whenever legal and
technically possible. Procedural Doppler/Fade/Gamma/Marble patterns are not equivalent to the input
image and may only be used with an explicit procedural-finish route and approximation warning.
Keep albedo, roughness, metalness, normal/height, AO, mask, and wear as independent channels. Record
channel source, colour space, UV orientation, dimensions, packed-channel decoding, and missing-channel
derivation. A low-confidence PBR inference is a refine-input signal, not proof of exact material.
Single-view reconstruction may proceed only when visible identity features are sufficiently covered;
hidden blade sides, underside, and back hardware must carry inference confidence and may trigger
request-input. Review the fixed camera plus two meaningful orbit views. Report what changed, which
evidence caused it, what still differs, and choose exactly one next action:
continue, refine-spec, refine-code, request-input, or stop.
Gates (do not skip)
- Suitability + reference integrity: pass / conditional / reject before any planning
(
grimoire/intake/validation_rubric.md), AND every reference admitted via
forge/stage1_intake/check_reference_admission.py (rejects empty/fragmented/tiny/duplicate/
undecodable refs with a reason). Intake understanding cross-checked by
forge/stage1_intake/check_intake_correctness.py (halts on a confident class contradiction).
- Divine Eye (the harness heart) — deterministic-first, model-last: the render evaluator is
forge/stage4_review/divine_eye.py — a zero-token multi-signal ensemble (IoU/scale HARD gates;
proportion/symmetry-parity/pHash/SSIM/edge/blowout/flat/tonal-parity soft) with self-uncertainty
(probe on signal disagreement) and deterministic routing (continue/refine-spec/refine-code/
probe). The VLM (forge/stage4_review/vlm_gate.py) is a gated, calibrated, cross-checked
last layer: never consulted on a hard-gate failure, multi-sample-voted, and can rescue a
soft near-threshold reject but never grant past a hard geometric failure.
- Multi-angle or it didn't happen: a non-planar form must hold from ≥2 camera angles.
forge/stage4_review/diagnose_render_multi_angle.py flags degenerate-view when an orbited
silhouette collapses (a flat plane faking a volume). Orbit angles use reference-free
self-consistency — never scored against a reference angle the photo doesn't cover.
- CS2 knife review contract:
forge/stage4_review/cs2_review.py consumes the manifest and
versioned scene fixture, then blocks wrong family identity, missing projection coverage,
painted-region mismatch, critical identity-detail failure, finish/material response failure,
and degenerate orbit form. It records exactness tier, hidden-region confidence, per-region
confidence, approximation notes, camera, environment hash, exposure, tone mapping, resolution,
background, and renderer version.
- Bounded correction loop (token-burn safety):
forge/stage4_review/correction_loop.py
guarantees termination (success/repeated-defect/oscillation/plateau/hard-ceiling), escalating to
request-input — never a silent infinite burn.
- Tier 1 (legacy, still valid): "Tier 2 (AI-vision) never runs against a render that has not passed Tier 1." Run
forge/stage4_review/diagnose_render.py (silhouette IoU/proportion/symmetry/per-part color) and record it (--spec ... --in-place) before requesting a comparison sheet; orchestrate_passes.py check refuses otherwise.
- Pre-spec / strict-quality: blocks code gen until the spec is deep enough for its contract.
- Screenshot feedback:
continue is allowed only with a render + comparison sheet + global
AI-vision score ≥ threshold (default 0.7) AND every critical feature ≥ its own threshold.
Details + per-layer scorecard: grimoire/feedback/render_capture.md.
- Action-ready: build a runtime hierarchy (pivots, sockets, colliders, destruction groups),
never an inert lump; expose
root.userData.sculptRuntime. grimoire/readiness/action_rigging.md.
- Assembly gate (structure, not pixels) — every model ships explodable AND clickable: this is
a build requirement, not a per-project extra. Name every mesh; flag surface relief
userData.explodeWithParent so it rides its shell; let a named group of anonymous meshes be one
part while a named group of named parts stays a container. Explode and part-picking must share
one definition of "a part" — if they disagree, both are wrong. Separate parts by SCALING the
layout about the model centre, never by pushing every part the same distance (that translates the
arrangement without opening any gap). Then run
forge/stage4_review/check_part_coverage.py --spec <spec> --manifest <parts.json>: it FAILS on a
specified component that was never built and on two components fused onto one mesh; it warns on
inventoried details that never reached the spec and on meshes belonging to no named part. This is
the only gate that scores STRUCTURE — every other one scores pixels, and a single fused mesh
wearing a projected photo passes all of those. Its limit is honest and must be stated when
reporting: it proves you built what you specified, never that you specified enough.
Full contract + the two rules it took a wrong pass to learn: grimoire/build/geometry_patterns.md.
- Attachment: child appendages (branches/limbs/handles/tubes) need
attachment.parentSocket,
localStart, localEnd, contactType, embedDepth/overlap, gapTolerance — no mid-air parts.
grimoire/readiness/joint_attachment.md.
- Material/lighting:
grimoire/feedback/shading_realism.md — independent PBR channels
(never alias albedo into roughness/normal/AO), macro/meso/micro frequency bands, real lights.
- Detail inventory: for
moderate+ subjects strict-quality blocks code gen until the
detailInventory reaches targetMinDetails and every detail maps to a real component/material
entry (gloss needs low-roughness/clearcoat; fasteners need instancing/micro parts).
- Character track: when
primaryDomain is character/hybrid (or --character), the spec
author auto-builds a stylized humanoid template (head/neck/torso/arms + hair, glasses,
headphones, face features), flattened to world space under a hidden root, with per-part
character materials and character build passes (proportion-lock, feature-placement).
strict-quality requires a filled anatomy block (head-units, proportions, face landmarks) and
character feature targets. Suitability routing for humans: grimoire/intake/validation_rubric.md
(stylized vs maximum-likeness). Stylized bust, not a face-copy; refine positions per reference.
Self-Correction
After every pass, decide exactly one: continue | refine-spec | refine-code | request-input | stop.
refine-spec fixes a wrong/missing/shallow spec (re-validate, don't patch code around it);
refine-code fixes geometry/material/lighting that doesn't match a sound spec. Full root-cause
guide + fidelity scale: grimoire/review/self_correction.md.
Implementation Rules (brief)
TypeScript + plain Three.js unless the project uses a wrapper. Group factory
createObjectNameModel(spec, options), reconstruction data kept separate from renderer objects,
deterministic seeds for all procedural noise. Prefer primitives / Shape extrude / curve+tube /
instancing / displacement / generated canvas textures before any external art. Full geometry &
material recipes + hard-won failure patterns: grimoire/build/geometry_patterns.md.
Output
- Analysis-only: suitability verdict + scores, object extraction, macro→micro hierarchy,
geometry strategy, material/lighting recipe, animation/destruction feasibility, plan + risks.
- Implementation: the above briefly, then edit code; verify with typecheck/build + a screenshot.
- Not feasible: name the blocker, ask for more views / cleaner image / accepted stylization /
a narrower target. "This cannot reach the requested fidelity from this image" is a valid result.
1---2name: img2threejs-23description: Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation.4license: Apache-2.05---67# img2threejs — Image to procedural Three.js89Rebuild the object visible in a reference image as a **code-only** procedural Three.js model,10gated by a staged sculpting pipeline and an AI-vision self-correction loop. This is11reconstruction-by-code, **not** photogrammetry, mesh extraction, or downloaded art packs.1213Agent-agnostic: works under Claude Code, Codex, or OpenCode. Wherever this doc says "agent14vision" or "agent browser tool", use whatever the host provides — native image reading, a15browser MCP (playwright/chrome-devtools), the project preview, or a user-supplied screenshot.1617## When To Use1819The user attaches/points to an object image and wants a procedural Three.js model, a20reconstruction/animation/destruction plan, a sculpt spec, or code. Also for material studies,21action-ready props, game objects, botanical/mechanical parts, and stylized reconstructions.2223## Core Promise2425Sculpt from a photo, in order — never one-shot a mesh:261. **Run `python3 forge/next.py <spec>` first.** It reports the current unlocked pass, exact next command, and unmet acceptance criteria.272. **Validate** the image is a suitable 3D target (`grimoire/intake/validation_rubric.md`).283. **Assess** object class + complexity, then write a `qualityContract` before any code.293. **Spec** it: component hierarchy, materials, lighting, pivots, sockets, action anchors.304. **Build pass-by-pass** from blockout → structure → form → material → lighting → interaction → optimization.315. **Verify** each pass with a screenshot compared against the reference; fail a pass if an identity-defining feature is wrong even when the global score looks fine.3233State explicitly when output is approximate/stylized/low-poly. A single image cannot reveal34hidden sides or guarantee exact geometry — say so instead of faking confidence.3536## Transparency and Process Debugging (Critical — from Bowie Knife reconstruction)3738**The problem:** When the user cannot tell what was done or where something went wrong, they cannot debug the process. Over-claiming (reporting success when features still don't match) destroys trust and makes iterative improvement impossible.3940**Rule:** Be transparent + don't over-claim. State exactly what changed each pass, with evidence, and name what still doesn't match:41- After each pass, explicitly list what changed: "Updated guard shape to extend left edge from -0.56 to -0.48 for handle overlap"42- Provide evidence: reference the specific values, coordinates, or parameters that changed43- Name what still doesn't match: "Handle silhouette traced but still flat plane (no Z palm-swell), procedural crosshatch not reference's exact dot-grid knurl"44- Explain why a change was made: "Extended guard left edge because handle ends at X=-0.42 and guard ended at X=-0.20, causing visual gap"45- Never claim a feature is "done" when it's only "improved" — use precise language46- When a gate passes but visual inspection shows issues, explain the limitation: "2D gate passed (fidelity 0.83) but three-quarter render shows blade reads as toy (no grind wedge) — 2D gates are blind to 3D realism"4748**The user needs to be able to debug the process, not just the output.** If something is wrong, they should be able to trace which decision led to the error and correct it. Opaque processes force restarts; transparent processes enable refinement.4950## Required Inputs5152- one image path / screenshot / URL / attached image (if missing or unreadable, ask)53- intended use: prop, game object, hero render, playable/destructible object, animation rig54 (default: real-time browser prop with interactive performance)55- for a CS2 request, an authoritative classification record (family/subtype and evidence refs) or56 an explicit request for the user/vision provider to supply one; heuristic detection alone is not57 enough to select a geometry adapter5859## The Loop (scripts do enforcement; agent vision does judgment)6061Run scripts from the skill root (`forge/...`). Pure Python 3.10+ stdlib, no pip installs.62Full flags: `grimoire/scripts.md`. Never let a script *score* visuals — that is the agent's job.63641. **Analyze the image first** (agent vision, before any script): work the layered observation65 protocol in `grimoire/intake/image_analysis.md` — identify/classify, decompose macro→meso→micro,66 map part relationships, name materials in PBR terms, list identity-defining features, and flag67 what the single view hides. Observation before inference; controlled 3D vocabulary; 3D68 object-space not 2D image-space. This is generic for any subject and feeds every field below.69 Then probe local images: `forge/stage1_intake/probe_image.py <image>` (metadata only, not a visual check).701a. **Local Spec Search** — after image analysis and before writing or refining a spec, local71 evidence is a pipeline stage, not an optional memory lookup, whenever the request needs72 domain-specific anatomy, PBR, wear, geometry, runtime, or physics specifications. The pre-spec73 command automatically runs BM25, chooses `cs2` for CS2 targets and `core_3d` otherwise, and74 writes a `localSpecSearch` evidence bundle into the assessment:75 `python3 forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --out assessment.json`.76 Add observed terms with repeatable `--spec-query "<term>"`; use `--collection <collection>` only77 when the automatic collection choice is insufficient. `new_sculpt_spec.py --assessment` carries78 that bundle into the final spec, including snippets, `source_refs`, and `evidence_refs`.79 For extra focused retrieval, the direct CLI remains available:80 `python3 forge/stage1_intake/search_specs.py "<query>" --collection <collection> --limit 3 --snippet-chars 250 --json`.81 For CS2, include English/Vietnamese variants, for example `--spec-query "safety ring vòng ngón"`82 or `search_specs.py "roughness độ nhám" --collection cs2`. Expand queries with object names,83 component names, material/finish terms, behavior terms, and bilingual aliases; retry focused84 alternatives when the first result is incomplete. Build the spec from returned evidence and do85 not invent domain specs when local evidence exists. Search caches are local/generated only;86 preserve JSONL records and source provenance rather than replacing them with cache output.871b. **CS2 intake manifest** — for a CS2 request, create and validate `cs2-intake.json` before88 pre-spec authoring. Run admission and probing for every source view, record the heuristic signal89 as non-authoritative evidence, attach the classification record, resolve the supported family,90 and choose `route` independently from `exactnessTier`. Missing classification, insufficient91 coverage, or a contradictory high-confidence class is `request-input`; unsupported families do92 not continue into spec generation.932. **Pre-Spec Assessment Gate** — classify + score complexity + write the quality contract:94 `forge/stage2_spec/new_pre_spec_assessment.py "Name" --image <img> --complexity <simple|moderate|complex|ultra-complex> --out assessment.json`. Rules: `grimoire/intake/quality_contract.md`.95 Set `objectClass.primaryDomain` (`object` | `character` | `hybrid`) and fill the seeded96 `detailInventory` (its `targetMinDetails` scales with complexity). **Supported CS2 knife97 skins**: always pass `--cs2`, which defaults the complexity tier to `ultra-complex`98 (`targetMinDetails` 16) — the finish/wear/hardware is the item, so CS2 is held to the top99 fidelity bar; `targetMinDetails` never drops below the 9 floor even if downgraded by hand.100 **Author procedural GEOMETRY (blade/guard/grip profiles) but make the FINISH a de-lit101 reference-crop PROJECTION, not a procedural finish material** — projecting the photo's own102 pixels is what reaches reference fidelity for patterned skins (Doppler/Gamma/Marble/Fade), and103 is what the v1.3 baseline demos do; a procedural finish for a patterned skin reads visibly wrong104 against the reference. Take the projection path in step 2c (it generalizes from characters to105 any reference-matched surface). Procedural finish is the fallback ONLY when live view-dependent106 response matters more than matching this one reference. Finish routes + rulebook:107 `grimoire/build/cs2_finishes.md`; optional exact-texture acquisition:108 `grimoire/intake/cs2_texture_acquisition.md`.1092b. **Detail inventory** (do not skip for detailed subjects) — scan zones and enumerate every110 identity-defining small detail (gloss, bevel, fasteners, linework, contours, stains):111 `forge/stage1_intake/build_detail_inventory.py <image> --mode grid-3x3 --out-dir <dir> --out di.json`.112 Each detail MUST map to a `component.localFeatures` or `material.localOverrides` entry — never113 prose only. Taxonomy + 3D-term recipes: `grimoire/intake/detail_inventory.md`.1142c. **Projection-first fidelity (characters AND reference-matched surfaces — supported CS2 knife skins, decals,115 painted patterns)** — when the goal is matching a specific reference's surface, put the photo's116 own pixels on the mesh instead of approximating them procedurally. This is the single biggest117 fidelity lever; a procedural material for a patterned surface is the #1 reconstruction failure.118 Recipe (`grimoire/character/likeness_maximization.md` — its two levers, align-mesh+camera and119 project-the-photo, generalize past characters): solve the camera120 (`stage1_intake/solve_camera_pose.py` → `referenceCamera`), **de-light** the reference so it is121 free of baked lighting (`stage1_intake/delight_albedo.py`, hard requirement — this is what makes122 projection safe, not the flat-lit icon), then project the de-lit crop onto the mesh and bake it123 into UVs (`stage3_build/bake_projected_texture.py --mesh-id <id>`). For a CS2 skin the mesh is the124 procedural blade/guard/grip you author in the spec, and the projected de-lit crop IS the finish125 (front + back from the two views) — no procedural Doppler material. For characters, first capture126 landmarks (`stage1_intake/extract_landmarks.py --out anatomy.json`), fill `preSpecAssessment.anatomy`,127 route `grimoire/character/reconstruction.md`. A single view cannot show hidden sides — report128 per-region confidence and request more views when it matters.1293. Author the spec from the assessment:130 `forge/stage2_spec/new_sculpt_spec.py "Name" --image <img> --assessment assessment.json --manifest cs2-intake.json --out object-sculpt-spec.json`.131 Replace generic starter `featureReviewTargets` with the object's real identity-defining132 systems (≤5 critical, ≤3 important per pass); for characters add `anatomy-proportion`,133 `face-landmark-placement`, `pose-silhouette`, `outfit-and-palette`. Use 3D-graphics terms only134 (`grimoire/glossary/3d_vocabulary.md`), never "nice/smooth/shiny". Classify every component's135 `topologyClass`/`topologyRationale` per `grimoire/intake/surface_topology.md` before picking a136 `primitive` — this is what prevents a continuous organic form from being picked as a box.1374. When material fidelity matters and a source image exists, analyze each material's **finish** then138 extract reference PBR evidence, both per crop (crop the correct region — verify the crop is on the139 part you think it is):140 - `forge/stage1_intake/analyze_texture.py <crop> --spec spec.json --material-id <id> --in-place`141 classifies the finish (`gem-metal | gemstone | painted-metal | worn-composite | brushed-steel |142 plastic`), extracts the gradient palette, and writes doc-grounded MeshPhysicalMaterial scalars143 (metalness/roughness/clearcoat/transmission/ior/anisotropy/envMapIntensity) onto the material.144 Recipes + Three.js texture/PBR rules (colorSpace, CanvasTexture/DataTexture, height→normal) live145 in `grimoire/build/threejs_texture_reference.md`. Rule of thumb: **solid albedo for flat paint,146 real reference crop for patterned finishes** (doppler/quartz/hydro-dip/camo).147 - `forge/stage1_intake/extract_pbr_evidence.py <crop> --out-dir <dir> --material-id <id> --target-threshold 0.7`.148 Confidence < 0.7 is a stop/refine-input signal, not a pass. It is inference, not inverse rendering.1495. Validate, then strict-validate before generating code:150 `forge/stage2_spec/validate_sculpt_spec.py object-sculpt-spec.json` then `--strict-quality`.151 Strict blocks shallow specs (a complex object with one root, no repetition systems, no152 local overrides, no micro groups is NOT implementation-ready even if JSON validates).1536. **Locked build passes** — only touch the currently unlocked pass:154 `forge/stage3_build/orchestrate_passes.py status object-sculpt-spec.json`155 `forge/stage3_build/orchestrate_passes.py check object-sculpt-spec.json --pass-id <pass>`156 `forge/stage3_build/generate_threejs_factory.py object-sculpt-spec.json --out src/createObjectModel.ts`157 (generator is pass-gated: a future `--pass-id` fails until prior passes are reviewed `continue`).1587. Render the current pass in a browser/preview, capture a screenshot at a review viewpoint.1598. Package one side-by-side sheet, then inspect it with agent vision:160 `forge/stage4_review/make_comparison_sheet.py --reference <img> --render <shot> --out cmp.png --json`.1619. Record the review (overall + per-layer + per-feature scores + decision):162 `forge/stage4_review/append_review.py object-sculpt-spec.json --pass-id <pass> --fidelity <0-1> --action <continue|refine-spec|refine-code|request-input|stop> --summary "..." --render-screenshot <shot> --comparison-image cmp.png --ai-vision-score <0-1> --layer-scores-json '{...}' --feature-reviews-json <f.json> --in-place`.163 For the CS2 knife path, also attach the versioned report with164 `--cs2-review-json cs2-review.json --review-scene-json forge/tests/fixtures/knife_review_scene.json`.165 A failed family, painted-region, projection-coverage, critical-detail, or orbit gate blocks166 `continue` even when the global score passes. See `docs/cs2/review-gates.md`.16710. Sync pipeline state after manual review edits:168 `forge/stage3_build/orchestrate_passes.py sync object-sculpt-spec.json --in-place`.169170## CS2 image-matched rule171172For a CS2 item, the target is observable agreement between the supplied image and the rendered173item: silhouette, proportions, edge profile, hardware layout, coating colour, pattern placement,174wear, roughness response, and camera framing. Every decision must be traceable to evidence or be175labelled as an approximation.176177The initial CS2 family boundary is **knife only**. Pistol, rifle, SMG, sniper, heavy, glove, and178unknown knife subtypes must stop with `unsupported-family` or `unsupported-subtype`; they must not179receive the knife component tree as a generic fallback.180181### Layer contract182183Pass these records between layers. Do not copy an informal vision description into the next stage:184185| Layer | Owns | Must emit | Must not decide alone |186| --- | --- | --- | --- |187| Intake | view validity and technical evidence | role, path/hash, resolution, coverage, duplicate status, admission verdict | item identity from aspect ratio or filename |188| Classification | semantic identity | family, subtype, confidence, evidence refs, provider/version, timeout state | geometry or finish parameters |189| Identity | skin/name/paint metadata | precedence, resolved values, ambiguity candidates, provenance | guessed paint index, float, or seed |190| Surface evidence | pixels and texture sources | de-lit reference, PBR channels, map provenance, colour space, UV orientation, confidence | albedo reused as roughness/normal/AO |191| Geometry adapter | family-specific form | component tree, topology, dimensions, edge/spine, hardware relationships, painted regions | hidden geometry without confidence notes |192| Spec/route | evidence-backed implementation choice | route, exactness tier, assumptions, feature targets, camera contract | exact-texture claim without exact evidence |193| Build/review | rendered observables | fixed view, two non-degenerate orbit views, per-region results, failed gates, next action | overriding a failed critical feature with a global score |194195The canonical hand-off is `cs2-intake.json` (`schemaVersion: 1`). Its state is one of196`proceed`, `request-input`, `fallback`, `rejected`, `unsupported-family`, or197`unsupported-subtype`. Write it atomically and preserve unknown provider fields under198`extensions`; a fallback must never erase prior evidence.199200### CS2 intake order2012021. Admit and technically probe every view. Reject undecodable, empty, tiny, fragmented, or203 duplicate references before classification.2042. Record the heuristic CS2 signal only as a routing hint. `detect_cs2.py` is never authoritative205 identity evidence.2063. Require a classification record before selecting a family adapter. If classification is absent,207 timed out, or contradicts a high-confidence objectness result, return `request-input`.2084. Resolve identity in this order: explicit user metadata, uniquely resolved metadata, then the209 authoritative classification record. Preserve ambiguity rather than guessing.2105. Select route and exactness independently:211 - `reference-projection`: default for matching a specific patterned image;212 - `authored-texture`: only when independent texture maps are supplied or legally acquired;213 - `procedural-finish`: fallback when projection evidence is unavailable or live response is the214 stated priority.215 Exactness is `image-only`, `metadata-assisted`, or `exact-texture`; changing route must not216 silently upgrade or downgrade the evidence tier.2176. Select the knife adapter only after family/subtype validation. Record painted regions, unpainted218 substrate, visible hardware, hidden-region confidence, and every approximation in the spec.2197. For projection, solve the camera and de-light the source first. Projected pixels provide colour220 evidence, not automatic geometry truth; geometry still comes from the adapter and silhouette221 review.222223### Surface and review rule224225For a specific CS2 reference, preserve the reference's own colour/pattern pixels whenever legal and226technically possible. Procedural Doppler/Fade/Gamma/Marble patterns are not equivalent to the input227image and may only be used with an explicit `procedural-finish` route and approximation warning.228Keep albedo, roughness, metalness, normal/height, AO, mask, and wear as independent channels. Record229channel source, colour space, UV orientation, dimensions, packed-channel decoding, and missing-channel230derivation. A low-confidence PBR inference is a refine-input signal, not proof of exact material.231232Single-view reconstruction may proceed only when visible identity features are sufficiently covered;233hidden blade sides, underside, and back hardware must carry inference confidence and may trigger234`request-input`. Review the fixed camera plus two meaningful orbit views. Report what changed, which235evidence caused it, what still differs, and choose exactly one next action:236`continue`, `refine-spec`, `refine-code`, `request-input`, or `stop`.237238## Gates (do not skip)239240- **Suitability + reference integrity**: pass / conditional / reject before any planning241 (`grimoire/intake/validation_rubric.md`), AND every reference admitted via242 `forge/stage1_intake/check_reference_admission.py` (rejects empty/fragmented/tiny/duplicate/243 undecodable refs with a reason). Intake understanding cross-checked by244 `forge/stage1_intake/check_intake_correctness.py` (halts on a confident class contradiction).245- **Divine Eye (the harness heart) — deterministic-first, model-last**: the render evaluator is246 `forge/stage4_review/divine_eye.py` — a zero-token multi-signal ensemble (IoU/scale HARD gates;247 proportion/symmetry-parity/pHash/SSIM/edge/blowout/flat/tonal-parity soft) with self-uncertainty248 (`probe` on signal disagreement) and deterministic routing (`continue`/`refine-spec`/`refine-code`/249 `probe`). The VLM (`forge/stage4_review/vlm_gate.py`) is a gated, calibrated, cross-checked250 last layer: **never consulted on a hard-gate failure**, multi-sample-voted, and can rescue a251 soft near-threshold reject but never grant past a hard geometric failure.252- **Multi-angle or it didn't happen**: a non-planar form must hold from ≥2 camera angles.253 `forge/stage4_review/diagnose_render_multi_angle.py` flags `degenerate-view` when an orbited254 silhouette collapses (a flat plane faking a volume). Orbit angles use reference-free255 self-consistency — never scored against a reference angle the photo doesn't cover.256- **CS2 knife review contract**: `forge/stage4_review/cs2_review.py` consumes the manifest and257 versioned scene fixture, then blocks wrong family identity, missing projection coverage,258 painted-region mismatch, critical identity-detail failure, finish/material response failure,259 and degenerate orbit form. It records exactness tier, hidden-region confidence, per-region260 confidence, approximation notes, camera, environment hash, exposure, tone mapping, resolution,261 background, and renderer version.262- **Bounded correction loop (token-burn safety)**: `forge/stage4_review/correction_loop.py`263 guarantees termination (success/repeated-defect/oscillation/plateau/hard-ceiling), escalating to264 `request-input` — never a silent infinite burn.265- **Tier 1 (legacy, still valid)**: "Tier 2 (AI-vision) never runs against a render that has not passed Tier 1." Run `forge/stage4_review/diagnose_render.py` (silhouette IoU/proportion/symmetry/per-part color) and record it (`--spec ... --in-place`) before requesting a comparison sheet; `orchestrate_passes.py check` refuses otherwise.266- **Pre-spec / strict-quality**: blocks code gen until the spec is deep enough for its contract.267- **Screenshot feedback**: `continue` is allowed only with a render + comparison sheet + global268 AI-vision score ≥ threshold (default 0.7) AND every critical feature ≥ its own threshold.269 Details + per-layer scorecard: `grimoire/feedback/render_capture.md`.270- **Action-ready**: build a runtime hierarchy (pivots, sockets, colliders, destruction groups),271 never an inert lump; expose `root.userData.sculptRuntime`. `grimoire/readiness/action_rigging.md`.272- **Assembly gate (structure, not pixels) — every model ships explodable AND clickable**: this is273 a build requirement, not a per-project extra. Name every mesh; flag surface relief274 `userData.explodeWithParent` so it rides its shell; let a named group of *anonymous* meshes be one275 part while a named group of *named* parts stays a container. Explode and part-picking must share276 one definition of "a part" — if they disagree, both are wrong. Separate parts by SCALING the277 layout about the model centre, never by pushing every part the same distance (that translates the278 arrangement without opening any gap). Then run279 `forge/stage4_review/check_part_coverage.py --spec <spec> --manifest <parts.json>`: it FAILS on a280 specified component that was never built and on two components fused onto one mesh; it warns on281 inventoried details that never reached the spec and on meshes belonging to no named part. This is282 the only gate that scores STRUCTURE — every other one scores pixels, and a single fused mesh283 wearing a projected photo passes all of those. Its limit is honest and must be stated when284 reporting: it proves you built what you specified, never that you specified enough.285 Full contract + the two rules it took a wrong pass to learn: `grimoire/build/geometry_patterns.md`.286- **Attachment**: child appendages (branches/limbs/handles/tubes) need `attachment.parentSocket`,287 `localStart`, `localEnd`, `contactType`, `embedDepth`/`overlap`, `gapTolerance` — no mid-air parts.288 `grimoire/readiness/joint_attachment.md`.289- **Material/lighting**: `grimoire/feedback/shading_realism.md` — independent PBR channels290 (never alias albedo into roughness/normal/AO), macro/meso/micro frequency bands, real lights.291- **Detail inventory**: for `moderate`+ subjects strict-quality blocks code gen until the292 `detailInventory` reaches `targetMinDetails` and every detail maps to a real component/material293 entry (gloss needs low-roughness/clearcoat; fasteners need instancing/micro parts).294- **Character track**: when `primaryDomain` is `character`/`hybrid` (or `--character`), the spec295 author auto-builds a stylized humanoid template (head/neck/torso/arms + hair, glasses,296 headphones, face features), flattened to world space under a hidden root, with per-part297 character materials and character build passes (`proportion-lock`, `feature-placement`).298 strict-quality requires a filled `anatomy` block (head-units, proportions, face landmarks) and299 character feature targets. Suitability routing for humans: `grimoire/intake/validation_rubric.md`300 (stylized vs maximum-likeness). Stylized bust, not a face-copy; refine positions per reference.301302## Self-Correction303304After every pass, decide exactly one: `continue | refine-spec | refine-code | request-input | stop`.305`refine-spec` fixes a wrong/missing/shallow spec (re-validate, don't patch code around it);306`refine-code` fixes geometry/material/lighting that doesn't match a sound spec. Full root-cause307guide + fidelity scale: `grimoire/review/self_correction.md`.308309## Implementation Rules (brief)310311TypeScript + plain Three.js unless the project uses a wrapper. `Group` factory312`createObjectNameModel(spec, options)`, reconstruction data kept separate from renderer objects,313deterministic seeds for all procedural noise. Prefer primitives / `Shape` extrude / curve+tube /314instancing / displacement / generated canvas textures before any external art. Full geometry &315material recipes + hard-won failure patterns: `grimoire/build/geometry_patterns.md`.316317## Output318319- **Analysis-only**: suitability verdict + scores, object extraction, macro→micro hierarchy,320 geometry strategy, material/lighting recipe, animation/destruction feasibility, plan + risks.321- **Implementation**: the above briefly, then edit code; verify with typecheck/build + a screenshot.322- **Not feasible**: name the blocker, ask for more views / cleaner image / accepted stylization /323 a narrower target. "This cannot reach the requested fidelity from this image" is a valid result.