kiln-compose-scene ยท diff
git:20260905.b2eff76 to git:20260912.1c1abe8
19 added, 19 removed. Audit A to A.
- ---
- name: kiln-compose-scene
- description: Arrange existing GLB assets into a scene with explicit placement, integration manifests, overlap checks, and a reviewed scene export.
- license: MIT
- ---
-
- # Compose a scene from existing assets
-
- 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.
-
- Read the [composition API notes](references/composition-api.md) when using the library. These are host/project APIs, not tools automatically added to the Kiln MCP surface.
-
- 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.
-
- Export with `composeSceneGLB(parts, options)`. Select material optimization and animation retention deliberately. Review skipped-part warnings and confirm required inputs survived. Inspect the 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.
+ ---
+ name: kiln-compose-scene
+ description: Arrange existing GLB assets into a scene with explicit placement, integration manifests, overlap checks, and a reviewed scene export.
+ license: MIT
+ ---
+
+ # Compose a scene from existing assets
+
+ 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.
+
+ Read the [composition API notes](references/composition-api.md) when using the library. These are host/project APIs, not tools automatically added to the Kiln MCP surface.
+
+ 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.
+
+ Export with `composeSceneGLB(parts, options)`. Select material optimization and animation retention deliberately. Review skipped-part warnings and confirm required inputs survived. Inspect the 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.