Inspect GLBs
SkillDev toolsUse before loading, placing, scaling, or animating GLB assets in PlayCanvas to measure bounds, grounding offset, clips, joints, and hierarchy offline with the bundled zero-dependency inspector.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Inspect GLBs skill
What this skill tells your AI
The instructions your AI receives, as published by playcanvas/skills in skills/inspect-glb/SKILL.md and read by ahel’s review.
Resolve scripts/inspect.mjs relative to this skill directory and run it before choosing entity
transforms or animation names:
node <skill-directory>/scripts/inspect.mjs public/models/Character.glb
node <skill-directory>/scripts/inspect.mjs public/models/{Ship,Enemy}_*.glb
The output provides:
dimsfor calculating a uniform scale;groundOffsetfor the model wrapper's local Y position;centerfor the pivot offset from the geometry centre: a non-zero X or Z means the root's position is not where the model appears, and Y feeds grounding;boundsSourceandboundsPosefor proving how and at which pose the bounds were measured;requiresRuntimeCheckfor animated morphs, skins, and incomplete decoding;nodePaths,clips,joints, andanimationTargetsfor animation setup and rig comparison;morphed,morphAnimated, andskinnedfor pose-sensitive assets.
Bounds precision
aabb, dims, center, and groundOffset are decoded from actual vertex positions, default morph
weights, and each node's world matrix. Confirm both source and pose before relying on them:
verticesmeans every primitive was decoded and the bounds are exact forboundsPose.accessor-minmaxmeans at least one primitive could not be decoded, so its bounds fall back to the node-transformed local box. That over-estimates a mesh which does not fill its own box on a node rotated off-axis, by up to 41 percent for a 45-degree yaw.boundsNotesgives the cause.incompletemeans some visible default-pose geometry could not be measured; do not calibrate from the reported bounds.nullmeans no usable bounds could be recovered.
static and default-morph bounds describe visible geometry at its authored default pose. bind
describes skinned vertices before animation. When requiresRuntimeCheck is true, confirm grounding
and maximum animated extent in the running application even if boundsSource is vertices.
Carry boundsSource, aabb, dims, center, and groundOffset into the asset tuning record.
groundOffset seats the base in Y; center.x and center.z are the horizontal pivot offset that
calibrate-model must compensate, so a placed root sits where the mesh appears, not where the
authored pivot happens to be. Running the inspector alone is not placement evidence. Its global AABB supports plane grounding and
broad-phase spacing, but cannot locate a non-planar support surface or attachment point. Use an
authored mount point or confirm the support in the running application before placing another model.
Extract from compressed containers
The bundled inspector decodes plain, interleaved, quantized, and sparse vertex buffers. For Draco,
Meshopt, or external buffers, boundsNotes names the cause. Parse and rewrite a scratch copy with
glTF Transform's lossless copy command, then inspect that copy rather than shipping it:
npx --yes @gltf-transform/cli@4.4.2 copy in.glb scratch.glb
node <skill-directory>/scripts/inspect.mjs scratch.glb
copy preserves decoded vertex values, scenes, nodes, and materials while removing Draco and
Meshopt compression. Existing lossy compression may already have quantized the source. Do not
substitute optimize: it enables additional transforms unless each one is understood and disabled.
The Engine has no EXT_meshopt_compression support, so a meshopt asset will not render as shipped.
If it must appear in the scene, transcode it to an uncompressed GLB the same way — subject to the
project's rules on modifying assets — so it both loads and measures.
These geometry-fit bounds can intentionally disagree with the Engine's runtime culling AABB.
MeshInstance.aabb transforms the declared local box and expands it conservatively for morph
targets, so it can be larger than visible geometry. Place static models from exact inspected bounds;
confirm morph and skin extremes at runtime. A skinned mesh node's own transform is ignored here
because glTF requires it; the Engine resolves to the same result.
Shortlist files first; do not dump an entire asset pack into context. Bounds cannot prove facing.
glTF convention is +Z forward while PlayCanvas entities face -Z, and asset packs vary. Confirm each
directional model once in the running app as the apply-conventions skill describes, and store its
yaw correction with its scale and grounding.
Use npx @gltf-transform/cli inspect only when vertex or texture statistics justify extra tooling.
Signals
- GitHub stars
- 21
- Forks
- 4
- Last commit
- Sep 2026
Advanced
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inspect-glb- Source
- github.com/playcanvas/skills