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Guide · Agent skill

How to use the Wireframe Scan Reveal agent skill

Updated · written with AI from the project's own documentation and checked against our catalogue data

The Wireframe Scan Reveal skill teaches an AI agent to build a 3D entrance animation for web pages made with Three.js. A wave expands from a point, drawing a temporary wireframe mesh at its front while the solid model fills in behind it, and then the wireframe fades and is removed. This guide is for front-end developers and designers who have not used agent skills before; by the end you will know how to install the skill, ask for the effect in plain language, and check the result.

Wireframe Scan RevealMengTo/Skills · MIT

Quick start

  1. 1Download and unzip. Download the ZIP from this page and unzip the build-wireframe-scan-reveal folder.
  2. 2Place the folder. Copy it to ~/.claude/skills/ for personal use, or to a project's .claude/skills/ folder.
  3. 3Or upload it in the apps. In the Claude apps, open Settings → Capabilities → Skills and upload the skill.
  4. 4Make sure Three.js is in the project. The skill's shader and rendering code assume Three.js, so install it in the project you are building.
  5. 5Ask for the effect. Describe the 3D form and the scan reveal, and name the skill with $build-wireframe-scan-reveal if you want a direct match.
  6. 6Verify and test. Ask the agent to run the checklist: opening, midpoint and completed states, resize, keyboard replay and reduced motion.

What the skill makes the agent do

Agent skills are folders of instructions that an AI agent loads when a task matches them. This one covers a single job: building a reveal for a 3D form in Three.js. The agent creates a solid mesh and a temporary line cage from the same geometry, drives both from one world-space origin and radius, and removes the cage when the scan finishes.

The skill is written for web visuals. It includes shader code, timing values, reduced-motion fallbacks, performance and cleanup guidance, and a verification checklist. It is not meant for general coding tasks.

  • Creates a solid mesh and a temporary LineSegments cage from the same source geometry.
  • Uses a shared origin and radius so the wire front leads the solid surface.
  • Includes default timing: a 3.4 s duration and a 520-unit solid lag.
  • Adds a reduced-motion still and cleanup of the cage after completion.

Install the skill from the ZIP

Download the skill as a ZIP from this page and unzip it. The folder is named build-wireframe-scan-reveal and contains SKILL.md, agents/openai.yaml, demo/index.html and demo/PROMPT.md.

For a personal install, put the folder in ~/.claude/skills/. For a single project, put it in that project's .claude/skills/ folder. You can also upload the skill in the Claude apps under Settings → Capabilities → Skills.

  • Personal install: ~/.claude/skills/
  • Project install: the project's .claude/skills/ folder
  • Claude apps: Settings → Capabilities → Skills, then upload

Trigger the skill with a natural request

You do not need a special command. Describe the effect and mention Three.js, and the agent should match the skill. The demo prompt in the package names the skill directly, which is the most reliable option.

Good requests name the form and the effect. For example, ask for a topology cage that reaches each region before the solid surface, or for a survey-style pulse that reveals a 3D model on page load.

  • Use $build-wireframe-scan-reveal to introduce this Three.js form with a topology cage that reaches each region before the solid surface.
  • Build a holographic assembly entrance for this 3D model in Three.js, with a wireframe scan from the lower left.
  • Add a survey pulse reveal to my portfolio hero, with a replay button and reduced-motion support.
Use $build-wireframe-scan-reveal to introduce this Three.js form with a topology cage that reaches each region before the solid surface.

Use the timing and code as a starting point

The skill gives landed defaults: a 3.4 s duration, a solid lag of 520 world units, a 135-unit rim, a 950-unit trail and a radius easing of 1 - (1 - t)^1.35. Treat them as a starting point and tune them for your scene.

The skill's shader discards solid fragments beyond the front, and the cage's line fragments are lit by distance from the same origin. Keep the origin outside the silhouette, usually low and to the left, because a centred origin reads as a loading ring.

  • Keep the origin in world space; local-space distance breaks when groups are scaled or nested.
  • Keep the two long sine terms in the wobble so the edge does not look like a clip-path.
  • Turn depth testing off only if the cage must read through the object; otherwise dense topology looks like a bright ball.

Check the result and the lifecycle

Ask the agent to verify the work against the skill's checklist. It covers the opening, midpoint and completed states at 1440×900, resizing at 390×844 and 1440×900, keyboard focus on replay, and reduced motion via ?reduced=1 or the system setting.

Also check cleanup. After completion the cage should be removed, and its geometry and material disposed. Replaying should leave one frame loop and one cage.

  • Replay twice and confirm only one frame loop and one cage survive.
  • Hide and show the tab, then leave and re-enter the viewport, and confirm there is no time jump.
  • Confirm a clean console and disposed cage resources after completion.

Safety notes: scripts and network

The skill does not run scripts and does not use the network, according to its package details. It is a set of instructions and demo files, so review the generated code as you would any other front-end code before shipping it.

The demo is a standalone HTML page that uses Three.js. The files do not specify how to serve it, so a local static file server is the safe assumption for running it.

  • Runs scripts: no
  • Uses network: no
  • Review generated Three.js code before deploying it to a live page.

What people use it for

  • Adding a 3D model intro to a marketing or portfolio hero section.
  • Creating a holographic or survey-style reveal that a designer can hand to a developer or agent.
  • Building a Three.js scene with an accessible, reduced-motion-friendly entrance.
  • Introducing a procedural root or topology form on a landing page with a replay button.

Frequently asked questions

How do I install the build-wireframe-scan-reveal skill?

Download the ZIP from this page and unzip it. Place the build-wireframe-scan-reveal folder in ~/.claude/skills/ for personal use or in a project's .claude/skills/ folder. You can also upload it in the Claude apps under Settings → Capabilities → Skills.

What does this agent skill require?

It requires Three.js, because the shader and rendering code assume it. You also need a browser with WebGL support to view the demo. The files do not specify a server, so a static file server is a reasonable choice for running the demo.

Is the Wireframe Scan Reveal skill free to use?

The skill is listed under the MIT licence. Check the licence file in the repository for the full terms before using it in a commercial project.

Does this skill run scripts or use the network?

According to its package details, it runs no scripts and uses no network. It consists of instructions and demo files, so you should still review any generated code before shipping it.

Can I use this skill if I am not using Three.js?

No. The skill is built for Three.js and WebGL. Projects that do not use that stack will not get useful code or advice from it.

Will this slow down my page?

It can. The temporary wireframe pass adds real GPU cost, especially with dense geometry on low-powered devices. The skill advises using the coarsest edge graph that keeps the silhouette and disposing the cage as soon as the scan finishes, and it says to profile GPU frame time before claiming any performance gain.

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Our verdict

Use this skill if you are a front-end developer or designer adding a Three.js model intro to a marketing or portfolio page, and you want a survey-style reveal with reduced-motion support and proper cleanup. Pick something else if your project does not use Three.js or WebGL, or if your scene is dense and must run smoothly on low-powered phones.

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