Documentation
Everything runs with Node.js, Three.js (or React Three Fiber) and a browser: no Blender, no Blender MCP, and no network after the kit is installed.
Where to start
- You have the SDK tarballs and kit access: Quickstart, then Customization.
- You have the SDK tarballs but no kit access: Free sampler.
- A coding agent works for you: Claude Code or Codex, with or without the MCP server. Give it this page's address; every fact it needs is on these pages and in capabilities.json.
What you need
- Node.js 22 and pnpm 11 (what the starter projects are tested with), and a Chromium for the browser check (Playwright installs it).
- The SDK 0.5.1: 5 packages packed as tarballs (contracts, customization, runtime-three, runtime-r3f, asset-cli), with their TypeScript declarations next to the JavaScript. The SDK packages come as tarballs, not through the public npm registry.
- For the complete kit: the address of this website as the registry origin, and an API token from your account page whose account owns the kit. The free sampler needs no account and no token.
All pages
Quickstart
Download a starter project, install the kit, render and verify it.
Free sampler
The same steps without kit access: the public sampler assets, customized, validated and rendered.
MCP setup
Read-only discovery for coding agents; the CLI installs.
Claude Code
Configuration and copy-paste prompts from recorded, passing runs.
Codex
Configuration and copy-paste prompts from recorded, passing runs.
Three.js
Add the kit to a Vite + three.js project; large scenes in one option.
React Three Fiber
The same scene with the R3F adapter and <OptimizedScene>.
Customization
Declared capabilities, configs, dry runs, validation, refusals.
Capabilities and limits
What each asset can change, what is refused and what to do instead.
Performance
Measured scene optimization, the GLB decision and budgets.
Troubleshooting
Error codes, exit codes, types and what to do.