Skillsbench threejs

Three.js scene-graph parsing and export workflows: mesh baking, InstancedMesh expansion, part partitioning, per-link OBJ export, and URDF articulation.

install
source · Clone the upstream repo
git clone https://github.com/benchflow-ai/skillsbench
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/benchflow-ai/skillsbench "$T" && mkdir -p ~/.claude/skills && cp -r "$T/tasks/threejs-to-obj/environment/skills/threejs" ~/.claude/skills/benchflow-ai-skillsbench-threejs-f5aad7 && rm -rf "$T"
manifest: tasks/threejs-to-obj/environment/skills/threejs/SKILL.md
source content

Three.js Scene Graph + Export

Quick start

  1. Load the module, call
    createScene()
    , then
    updateMatrixWorld(true)
    .
  2. Treat named
    THREE.Group
    nodes as parts/links
    .
  3. Assign each mesh to its nearest named ancestor.
  4. Bake world transforms into geometry before export.
  5. Export per-part OBJ (and optionally URDF) using deterministic ordering.

Scene graph essentials

Object3D (root)
├── Group (part)
│   ├── Mesh
│   └── Group (child part)
│       └── Mesh
└── Group (another part)
    └── Mesh
  • THREE.Scene
    /
    THREE.Object3D
    : containers
  • THREE.Group
    : logical part (no geometry)
  • THREE.Mesh
    : geometry + material

Part partitioning rules

  • Parts are named groups at any depth.
  • Each mesh belongs to the nearest named ancestor.
  • Nested named groups are separate parts; do not merge their meshes into parents.
  • Skip empty parts; sort part names for determinism.
function buildPartMap(root) {
  const parts = new Map();
  root.traverse((obj) => {
    if (obj.isGroup && obj.name) parts.set(obj.name, { group: obj, meshes: [] });
  });
  root.traverse((obj) => {
    if (!obj.isMesh) return;
    let parent = obj.parent;
    while (parent && !(parent.isGroup && parent.name)) parent = parent.parent;
    if (parent && parts.has(parent.name)) parts.get(parent.name).meshes.push(obj);
  });
  return Array.from(parts.values()).filter((p) => p.meshes.length > 0);
}

Mesh baking (world transforms)

Always bake transforms before export:

root.updateMatrixWorld(true);
let geom = mesh.geometry.clone();
geom.applyMatrix4(mesh.matrixWorld);
if (geom.index) geom = geom.toNonIndexed();
if (!geom.attributes.normal) geom.computeVertexNormals();

InstancedMesh expansion

const tempMatrix = new THREE.Matrix4();
const instanceMatrix = new THREE.Matrix4();
obj.getMatrixAt(i, instanceMatrix);
tempMatrix.copy(obj.matrixWorld).multiply(instanceMatrix);

Axis conversion (Y-up to Z-up)

const axisMatrix = new THREE.Matrix4().makeRotationX(-Math.PI / 2);
geom.applyMatrix4(axisMatrix);

Per-part OBJ export

  • Collect meshes owned by each part.
  • Do not traverse into child named groups when exporting a part.
  • Merge baked geometries per part and write
    <part>.obj
    .

Reference:

references/link-export-rules.md
.

Relation between Three.js and URDF articulation

  • Use named groups as links.
  • Parent is the nearest named ancestor link.
  • Joint type defaults to
    fixed
    unless evidence suggests
    revolute
    /
    prismatic
    .
  • Sort link and joint names for determinism.

References:

  • references/joint-type-heuristics.md
  • references/urdf-minimal.md

Scripts

  • InstancedMesh OBJ exporter:
    node scripts/export_instanced_obj.mjs
  • Per-link OBJ exporter:
    node scripts/export_link_objs.mjs --input <scene_js> --out-dir <dir>
  • URDF builder:
    node scripts/build_urdf_from_scene.mjs --input <scene_js> --output <file.urdf> --mesh-dir <mesh_dir>

Adjust inputs/outputs inside scripts as needed.