erhe-creations

Builds showcase 3D scenes in the erhe editor by driving its MCP server from Python scripts.

906|86|Updated May 1, 2021
One-click install
npx skills add https://github.com/tksuoran/erhe --skill erhe-creations
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: erhe-creations
Source: https://github.com/tksuoran/erhe/tree/main/.agents/skills/erhe-creations
Command: npx skills add https://github.com/tksuoran/erhe --skill erhe-creations

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Building complex 3D showcase scenes in the erhe editor by hand is slow and error-prone; this Skill codifies the full workflow for generating reproducible scenes programmatically through the editor's MCP server, including the transform, material, lighting, and physics gotchas that otherwise cost debugging time.

Core Features & Use Cases

  • Self-launching creation scripts: Python scripts in scripts/creations/ launch the editor, build one scene, frame the camera, screenshot, and save, with flags for reuse, partial rebuilds, and reframe-only iteration.
  • Screenshot-driven iteration: capture_screenshot works in windowed and headless builds, with fitted camera framing, multi-angle shots, and surface probing via geometry_query to eliminate guessed offsets.
  • Domain recipe references: references/*.md cover L-system vegetation with wind sway physics, ragdoll and motor-driven physics rigs, CSG-carved convex hulls, deterministic physics settling, sweep blades, and geometry-graph organic sculpting.
  • Use Case: Write a new creation script that builds a physics-settled rock pile with staged cairn construction, iterate on composition via screenshots, then commit only the script.

Quick Start

Read this Skill before starting any creation work, then write a new script in scripts/creations/ following the most recent creation's idioms and run it against the windowed editor.

Frequently Asked Questions about erhe-creations

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a 3D scene in the erhe editor from a Python script?

Write a self-contained script in scripts/creations/ that uses common.py to launch the windowed editor with an empty scene, build objects under group nodes, frame the camera, and capture screenshots. Follow the most recent creation scripts for current idioms like fail_soft wrapping and reframe support.

How do I iterate on scene composition without full rebuilds?

Use the --reframe flag with a saved .glb to rerun only the camera and screenshot stage, or --only <object> to delete and rebuild a single object in the running editor. Both attach via --reuse and cut iteration from minutes to seconds.

Does capture_screenshot work in the windowed erhe editor?

Yes, capture_screenshot works in both windowed and headless builds since 2026-08-08; windowed captures the composited frame with one frame of latency handled by the MCP server. Watch for cursor pollution and tiny viewport windows after many reuse cycles.

Why do my chained cone segments render tilted the wrong way?

The align-to-direction quaternion axis must be cross(+Y, dir) = (d.z, 0, -d.x); the mirrored sign tilts every segment opposite its chain step. Import common.align_y_quaternion instead of deriving it by hand.

How do I make physics settling deterministic in erhe scenes?

Build everything with physics disabled, then switch advance_time to manual mode, enable physics, wake the scoped bodies, advance the desired seconds, and disable again. This gives identical results windowed or headless regardless of frame rate.

What are the limitations of CSG operations in erhe creations?

CSG inputs must be closed watertight manifolds such as capped cones, boxes, spheres, and convex hulls. Batch all tool nodes into one boolean pass to avoid sliver-triangle shading artifacts, and note that tool nodes are removed while the target keeps its transform and children.