Reconstructing Images as Three.js
Overview
Treat image-to-3D as evidence-limited reconstruction, not extraction. Produce only the fidelity the references can support, label every inferred region, and prove runtime claims with geometry and motion tests.
REQUIRED ROUTING: Use building-hybrid-game-assets first when procedural Three.js has not yet been chosen over GLB, Blender, sprites, billboards, or generated meshes. Use this skill only after code-only procedural reconstruction is justified.
Operating modes
| Mode |
Output |
| Suitability |
Verdict, evidence gaps, representation options, risks |
| Blockout |
Camera-matched silhouette and macro volumes |
| Reconstruction |
Staged factory with materials and named parts |
| Action-ready |
Proven pivots, sockets, collisions, destruction groups |
| Animation-ready |
Valid rig payload plus deformation and pose evidence |
A THREE.Group, Skeleton, or AnimationClip alone does not prove action or animation readiness.
Workflow
- Admit the references and define what is visible, occluded, distorted, or unknown. Read intake-and-confidence.md.
- Fix the target camera, runtime, performance budget, output API, acceptable stylization, and whether inferred surfaces are allowed.
- Write a reconstruction contract: component hierarchy, proportions, materials, moving parts, confidence by region, and explicit acceptance gates.
- Build in gated passes: camera → silhouette → structure → form → material → lighting → interaction → optimization. Change one diagnostic group per correction.
- Keep reconstruction data separate from renderer objects and emit a deterministic TypeScript factory. Read factory-contract.md.
- Capture front, rear, sides, and meaningful three-quarter views. Compare only views supported by evidence; review inferred views for plausibility, not likeness.
- Run deterministic checks before visual judgment, record failures and confidence, then choose exactly one:
continue | refine-spec | refine-code | request-input | stop. Read review-gates.md.
Hard rules
- Never promise exact 360° geometry or likeness from one view.
- Never invent thresholds, triangle budgets, landmarks, or camera parameters. Derive them from the target or label them as proposed values requiring approval.
- Never call a model animation-ready before pose stress, joint deformation, weight normalization, clipping, and runtime binding pass.
- Never use texture or lighting to conceal missing identity-defining structure.
- Stop and request input when hidden geometry, a specific likeness, or an unsupported runtime requirement materially determines success.
- Inspect dependency versions and scripts before execution. Do not install or run the upstream toolkit automatically.
Common mistakes
- Spending detail on the face before camera and silhouette agree.
- Treating the reference pixels as topology evidence.
- Comparing inferred backs against a nonexistent source.
- Combining camera, geometry, material, and lighting changes in one correction.
- Calling a better-looking render “validated” without repeatable captures and recorded gates.
Technical basis: img2threejs, Apache-2.0. This adaptation does not bundle or claim execution of its Forge scripts.
1---2name: reconstructing-images-as-threejs3description: Use when a supplied image should become a code-only procedural Three.js object or stylized character, especially when fidelity, hidden geometry, animation readiness, runtime hierarchy, review gates, or single-view limitations must be evaluated.4---56# Reconstructing Images as Three.js78## Overview910Treat image-to-3D as evidence-limited reconstruction, not extraction. Produce only the fidelity the references can support, label every inferred region, and prove runtime claims with geometry and motion tests.1112**REQUIRED ROUTING:** Use `building-hybrid-game-assets` first when procedural Three.js has not yet been chosen over GLB, Blender, sprites, billboards, or generated meshes. Use this skill only after code-only procedural reconstruction is justified.1314## Operating modes1516| Mode | Output |17|---|---|18| Suitability | Verdict, evidence gaps, representation options, risks |19| Blockout | Camera-matched silhouette and macro volumes |20| Reconstruction | Staged factory with materials and named parts |21| Action-ready | Proven pivots, sockets, collisions, destruction groups |22| Animation-ready | Valid rig payload plus deformation and pose evidence |2324A `THREE.Group`, `Skeleton`, or `AnimationClip` alone does not prove action or animation readiness.2526## Workflow27281. Admit the references and define what is visible, occluded, distorted, or unknown. Read [intake-and-confidence.md](references/intake-and-confidence.md).292. Fix the target camera, runtime, performance budget, output API, acceptable stylization, and whether inferred surfaces are allowed.303. Write a reconstruction contract: component hierarchy, proportions, materials, moving parts, confidence by region, and explicit acceptance gates.314. Build in gated passes: camera → silhouette → structure → form → material → lighting → interaction → optimization. Change one diagnostic group per correction.325. Keep reconstruction data separate from renderer objects and emit a deterministic TypeScript factory. Read [factory-contract.md](references/factory-contract.md).336. Capture front, rear, sides, and meaningful three-quarter views. Compare only views supported by evidence; review inferred views for plausibility, not likeness.347. Run deterministic checks before visual judgment, record failures and confidence, then choose exactly one: `continue | refine-spec | refine-code | request-input | stop`. Read [review-gates.md](references/review-gates.md).3536## Hard rules3738- Never promise exact 360° geometry or likeness from one view.39- Never invent thresholds, triangle budgets, landmarks, or camera parameters. Derive them from the target or label them as proposed values requiring approval.40- Never call a model animation-ready before pose stress, joint deformation, weight normalization, clipping, and runtime binding pass.41- Never use texture or lighting to conceal missing identity-defining structure.42- Stop and request input when hidden geometry, a specific likeness, or an unsupported runtime requirement materially determines success.43- Inspect dependency versions and scripts before execution. Do not install or run the upstream toolkit automatically.4445## Common mistakes4647- Spending detail on the face before camera and silhouette agree.48- Treating the reference pixels as topology evidence.49- Comparing inferred backs against a nonexistent source.50- Combining camera, geometry, material, and lighting changes in one correction.51- Calling a better-looking render “validated” without repeatable captures and recorded gates.5253Technical basis: [img2threejs](https://github.com/img2threejs/img2threejs), Apache-2.0. This adaptation does not bundle or claim execution of its Forge scripts.