Compose a scene from existing assets
SkillDev toolsLets your agent combine existing 3D assets into an exported scene with deliberate placement, terrain and materials.
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; ahel provides instructions and does not run this skill.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Compose a scene from existing assets skill
About this skill
Compose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification.
What this skill tells your AI
The instructions your AI receives, as published by matthew-kissinger/kiln in skills/kiln-compose-scene/SKILL.md and read by ahel’s review.
Use this optional workflow when the task concerns several assets. Keep placement separate from individual source authoring so moving an object does not regenerate its geometry.
A scene or environment can be a standalone deliverable. A Kiln project is optional organization for a shared brief, inventory and design profile; composing several assets does not by itself require one. When composing a project's proving scene, use its selected saved inventory revisions and preserve the individual editable assets.
Read the composition API notes when using the library. These are host/project APIs, not tools automatically added to the Kiln MCP surface.
Choose the deliverable before composing. A single scene GLB and an interactive application have different requirements; exporting a monolithic GLB is optional. For terrain, animated environments, traversal or measured optimization, read runtime scene guidance. Keep those systems in the consuming scene rather than adding them to every asset-authoring task.
Inspect each GLB with inspectGlbIntegration(bytes) and confirm it returned a usable manifest. Use units, axes, bounds, and ground information to place the object deliberately. Give instances stable names and explicit transforms.
Start with the layout's major structures, routes and useful sightlines, then place smaller objects. Use world-space AABB checks to find candidate collisions; inspect reported intersections instead of treating every overlap as an error. Intentional embedding and empty space inside bounds both matter.
When traversal is part of the brief, connect destinations with usable routes and test access through the placed doors, gates and crossings with the intended actor. Terrain and paths are scene infrastructure unless included in the asset brief. Use each asset's intended placement origin; hide an optional presentation base only through a supported part/variant rather than burying the whole plant or prop.
For a scene GLB, export with composeSceneGLB(parts, options). Select material optimization and animation retention deliberately. Review skipped-part warnings and confirm required inputs survived. For an application, retain the individual inputs and reproducible placement/runtime configuration. Inspect either result in its destination scene, including traversal, collision, contact, and relevant camera paths.
Report input assets, important transforms, intentional intersections, exporter warnings, and interactions actually checked. Do not infer playability from an overlap-free layout alone.
Signals
- GitHub stars
- 220
- Forks
- 14
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
kiln-compose-scene- Source
- github.com/matthew-kissinger/kiln
github.com/matthew-kissinger/kiln