scena-gltf-assets

Load and parse glTF/GLB assets into Scena scenes with extension support.

18|1|Updated May 7, 2026
One-click install
npx skills add https://github.com/johannesPettersson80/scena --skill scena-gltf-assets
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: scena-gltf-assets
Source: https://github.com/johannesPettersson80/scena/tree/main/.codex/skills/scena-gltf-assets
Command: npx skills add https://github.com/johannesPettersson80/scena --skill scena-gltf-assets

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Managing glTF/GLB assets (including extensions, anchors, and coordinate binding) for Scena scenes is complex and error-prone; this skill provides a structured approach to loading, parsing, and integrating assets into the scene graph.

Core Features & Use Cases

  • glTF/GLB loading and parsing with extension support
  • asset caching, deduplication, and hot reload
  • anchors/extras handling and coordinate conversion
  • animation clips, skinning, morph targets, and import rebinding
  • Use case: ingesting a large asset library for native and WASM targets with predictable behavior

Quick Start

Use the scena glTF assets skill to load a GLB file, parse its scene graph, and instantiate a scene object with skins, morph targets, and optional anchors.

Frequently Asked Questions about scena-gltf-assets

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

FAQPage Schema
How do I load glTF assets with animation clips and skinning into a scene?

To load glTF assets with animation clips and skinning, you parse the GLB file, extract the scene graph, and instantiate objects while rebinding imports. This workflow handles skins, morph targets, and animation clips as part of the asset integration.

Does glTF loading support KHR extensions and extras handling?

Yes, glTF loading enforces support for KHR extensions and extras handling. This ensures tight management of extensions, anchors, and coordinate conversion across native and WASM targets during the asset pipeline.

What is the best way to manage large glTF asset libraries for native and WASM targets?

The best way to manage large glTF libraries is using a structured asset pipeline with caching and deduplication. This approach ensures predictable behavior when ingesting assets across native and WASM targets.

Can I hot reload GLB files and convert coordinates during scene integration?

Yes, you can hot reload GLB files and convert coordinates during scene integration. The workflow applies coordinate conversion and anchor handling to ensure assets bind correctly within the scene graph.

Why does glTF import rebinding matter for morph targets and anchors?

glTF import rebinding matters because it correctly maps morph targets, skins, and anchors to the scene graph. Proper rebinding ensures animation clips and extras function predictably across different runtime targets.

What are the limitations of loading glTF files without extension and anchor support?

Loading glTF files without extension and anchor support leads to complex, error-prone asset management. Skipping KHR extension handling and coordinate conversion breaks scene graph integration and causes unpredictable behavior.