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.