
3D AR Studio
io.github.nirholas由 GitHub 账号 nirholas 发布v0.3.0更新于 Oct 24, 2026
Put 3D models in someone's real room: generate, arrange, and hand back one AR link.
概览
一个本地 MCP 服务器,让助手生成 3D 模型、搜索模型库、编排 AR 场景,并返回一个可在真实房间中打开的场景链接。
- 可以做什么
- 根据文字提示生成 3D 模型,并可取回首次调用时仍在渲染的生成结果,附带可在 AR 中打开的链接。按名称、类别和标签搜索免费的 CC0 模型库或你配置的模型目录。将多个模型编排成一个场景,并返回可精确重现该场景的单一链接。把任意 GLB 链接转换为适配设备的 AR 查看链接,或输出一个内嵌工作室的完整独立 HTML 页面。
- 适用场景
- 适合希望助手根据描述搭建增强现实场景、并交回一个手机可在真实房间中打开的链接的场景,也适合生成可直接提交的 AR 页面。
- 运行要求
- 通过 npx 在本地运行,需要 Node.js。无需 API 密钥或账号。可选环境变量 AR_STUDIO_ASSETS、AR_STUDIO_MCP_ENDPOINT、AR_STUDIO_ORIGIN 和 AR_STUDIO_PAGE_URL 可分别指定自己的模型目录、生成端点、来源站点和页面。模型生成、搜索和托管 AR 链接需要网络访问。
安装
在 SourceWeft 中
- 打开 控制台中的 3D AR Studio,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
README
3D AR Studio
[GitHub stars] [License] [Last commit] [PRs welcome] [AI agent friendly]
Drop a full augmented-reality studio into any web page.
Place as many 3D models as you like in your real room through the camera, describe a new one and watch it appear, arrange everything by hand, then share the whole scene as a link, a QR code, or a live room someone else can build in with you.
Live demo · npm · MCP server
That is a working AR studio. No build step, no API key, no account. It comes wired to a free library of a few hundred public-domain models and a free, keyless text-to-3D lane; point it at your own catalogue with one option when you are ready.
Why this exists
Every web-AR drop-in places exactly one model and then hands off to a native viewer, which ends the session. This one keeps the whole scene in your page:
- Many models, one room. Place, drag, pinch-resize, twist-rotate and duplicate as many models as you want in a single live camera view.
- Generate without leaving the camera. Type "a brass desk lamp" into the dock. The generation runs behind the live view and the finished model drops into the room.
- Real WebXR where it exists. An always-armed hit-test reticle, one
XRAnchorper placed model, real-world light estimation, and depth occlusion so models hide behind your furniture. - Real ARKit and ARCore everywhere else. iPhones have no WebXR, so tapping Place in your
space opens Apple's AR Quick Look for real: true plane detection, true scale, true
occlusion, the system's own "View in AR" sheet. The model is converted to USDZ on the device
(a real conversion via three.js's
USDZExporter, no server involved) and, because it is exported from the copy already standing in your scene, it arrives at the size you pinched it to and in the pose it was in, stood on the floor rather than hanging at the height it happened to be modelled at. Android without WebXR gets Scene Viewer. Desktop gets a grid preview and a QR hand-off to a phone. - Scenes are links. Models, positions, rotations and scales round-trip through the URL. Compose on a laptop, scan the QR, it reopens exactly on your phone.
- Build together, live. Open a room, share a six-character code, and every add and move syncs to everyone in it.
- Characters actually move. Any humanoid GLB with no baked animation gets an idle clip retargeted onto its own skeleton. No rig allow-list, no T-poses.
- Agents can drive it. A bundled MCP server lets Claude, ChatGPT or your own agent generate a model, compose an arrangement, and hand a person one link that opens it in their room.
The rendering ladder, anchor lifecycle, retargeting pipeline, scene format and shared-room protocol are extracted from the AR surfaces running in production on three.ws, and generalized so they work on your site with your models.
Install
three is a peer dependency, so you keep one copy of it and pick the version. The CDN bundle
(dist/ar-studio.min.js) has three.js inside it and needs nothing else.
The studio fills its host element absolutely, so give the host a height (any positioned box
with a real height works; a <div> with no height gets a sensible 70vh default rather than
rendering invisibly).
Scaffold a deployable page
deploy prints every git and gh command before it runs it. It needs
git and the GitHub CLI; without them it tells
you the three manual steps instead of failing silently.
Templates: static (one HTML file, no build), vite, react.
Both 3d-ar-studio and ar-studio run the CLI. The MCP server is a separate
binary in its own package, so npx 3d-ar-studio-mcp resolves cleanly: see
MCP server.
Your own models
The tray is filled from three.ws by default: a few hundred public-domain (CC0) props, free for
commercial use, served with open CORS. Swap in your own with the assets option.
A JSON file anywhere. Five common shapes are read without reshaping:
Per entry, the model URL is read from the first present of src, url, glb, glb_url,
glbUrl, file or model; the label from title, label, name or prompt; and the
thumbnail from poster, thumb, thumbnail, image or preview_image_url. Anything that
is not an https (or site-relative) URL is dropped rather than handed to the loader.
A list you hold in code:
Several tabs at once, in the order you want them:
Built-in keys: 'three.ws' (the default set), 'recent', 'objects', 'community', 'link'.
Anything else. A source is an object with a list():
Throwing from list() is fine: the tray renders a designed error state with a Retry button.
Your users can retarget it too, without touching your code: ?assets=https://…/manifest.json
on the page URL. Only https URLs are accepted, and every model source is re-validated before it
reaches the loader, so a hostile link can add a catalogue but can never smuggle a
javascript: or data: model into the scene. Set allowUrlOverride: false to switch that off.
CORS
Models are loaded by the browser, so the host serving your .glb files has to allow
cross-origin requests (access-control-allow-origin). If a model fails to load, that is
almost always why, and the studio says so in the status line rather than failing silently.
Options
URL parameters
Methods
Events
studio.on(name, fn) returns an unsubscribe function. The same events also fire as
ar-studio:<name> DOM events on the mounted element.
Web component
element.studio is the live instance. Importing 3d-ar-studio/auto (what the CDN bundle
does) registers the element for you.
Keyboard and accessibility
Every control is a real button with an accessible name, the source tabs implement the full ARIA tablist contract, and each dialog takes and returns focus.
prefers-reduced-motion removes the spawn-in animation and every transition.
MCP server
No API key. Every tool is free and keyless.
A session looks like this:
Device support
The AR button in the top bar always takes the best path the device has, labels itself so it never promises the wrong one, and acts on the selected model (or the last one placed).
Camera and WebXR both need a secure context: https:// or localhost.
Placing one model in someone's real room
On a device with WebXR the AR button goes straight into an immersive session. Everywhere else it opens the hand-off sheet: which model is going, a picker when the scene holds more than one, and a single primary button that opens the device's own AR viewer.
The sheet exists for one specific reason, and it is worth knowing about if you are building your own UI on top of this package:
iOS opens AR Quick Look only while the page still holds the user gesture that asked for it. Converting a GLB to USDZ takes a second or two. Start the conversion inside the tap handler and by the time the
<a rel="ar">is clicked the gesture has expired, Safari silently declines, and the button looks broken. That is the single most common reason a "View in AR" button does nothing on an iPhone.
There is a second trap right behind it, and it is worse because the failure looks like success:
Safari decides whether a URL is an AR asset from its file extension. A
blob:URL has no path, so it has no extension. Hand one to<a rel="ar">with no filename and Safari still opens Quick Look, but as a generic 3D preview: the viewer comes up in Object mode with AR unavailable. Settingdownload="something.usdz"on the anchor gives Safari the name it sniffs, and Quick Look enters AR.openQuickLook()does this for you.
So the package splits preparing from opening, and never does them in one tap:
prepareNativeAr resolves to null on a device with no native AR viewer, { viewer: 'quicklook' } on iOS with a blob: USDZ ready to open, and { viewer: 'sceneviewer' } on
Android, where nothing needs converting at all. Conversions are cached (four at a time,
least-recently-used, object URLs revoked on eviction); isQuickLookReady(key),
releaseQuickLook(key) and clearQuickLookCache() let you drive that cache yourself.
The studio warms the cache in the background for whichever model the button would send, which
is why the second tap of the day is instant. placeInYourSpace() still exists and still does
both halves in one call: reach for it when the USDZ is already cached, or when you are calling
it from your own already-prepared button.
Exporting from the live scene rather than refetching the GLB is deliberate too: no second
download, no second CORS round trip, and the person gets the pose and the size they are
looking at. objectToUsdzBlob(object3D) is exported if you want that for your own three.js
scene.
Why a model hangs in the air instead of resting on your floor
The third trap, and the one that survives both of the others:
AR Quick Look anchors the scene's ORIGIN to the plane it detects, and never looks at the geometry. A GLB authored around its bounding-box centre arrives half-buried; one authored around a distant scene origin arrives floating across the room at whatever height it was modelled at. Both read as broken tracking, and no anchoring property fixes either: the content has to be moved.
Every export from this package is therefore stood on y = 0 with its footprint centred over
the origin before it is written. groundOnFloor() is exported if you want to do that to your
own scene.
Two smaller ones ride along with it:
USDZExporterwalksscene.childrenand writes each node's LOCAL matrix, so the transform on the object you hand it is never written at all. Set a scale on the root and the file comes out at the original size with no warning.usdzExportRoot()wraps content in an identity root plus aModelstage node, and every placement this package applies rides on the stage, which does get written.
USDZ is metres (
metersPerUnit = 1). A 75 cm prop authored in centimetres arrives 75 m tall, too large for any plane ARKit found indoors, and swims around the viewer. Pass{ fit: true }tosceneToUsdzBlob()(glbUrlToUsdzBlob()already does) to normalize a model straight off the network. Anything already within 2x of a believable real-world size is left exactly as authored.
And the one that looks most like broken tracking of all:
Quick Look does not place a model until ARKit has found a plane big enough to hold it. Until then it hangs aligned to the camera and travels with the phone. Past a certain size there is no such plane in an ordinary room, so it never lands at all. Every export is capped at
MAX_AR_FOOTPRINT_M(2.5 m) andMAX_AR_HEIGHT_M(2.5 m) byclampToPlaceableSize(). A ceiling, not a normalizer: furniture, people and props go through untouched.
The camera is one client at a time
The studio releases its getUserMedia passthrough on the way into the device's AR viewer and
restarts it when you come back. Leave the page's stream running and ARKit starts against a
camera another process is already holding: the model appears, and then world tracking and
plane detection never converge, so it drifts with the phone instead of settling. If you drive
the hand-off yourself from your own camera UI, stop your tracks before you call open().
Passthrough itself is a gyroscope over a video feed: it turns with you, and that is all. It has no plane detection and no positional tracking, so it will never hold a model to a spot on a real floor. On iOS that is what Quick Look is for, and the studio's status line says so.
Development
The published site is committed under docs/ and served by GitHub Pages from the main
branch. There is no CI workflow: npm run build && npm run build:site, commit, push.
Licence and credits
Apache-2.0.
The bundle includes three.js (MIT) and colyseus.js (MIT). The default model library is CC0 content from Poly Haven, and the default generation and animation lanes are hosted by three.ws. None of them is required: every one is a URL you can change.
Star History
Support the project
If 3D-AR-Studio saves you time, star it on GitHub. Stars are how other developers and AI agents find the repositories worth trusting, and they cost you one click.
Know someone who would use it? Post on X · Share on Bluesky · Share on LinkedIn · Submit to Hacker News · Share on Reddit
Built for AI agents too
Coding agents and LLM tooling can read this repo directly: AGENTS.md, llms.txt, llms-full.txt. Point an agent at https://github.com/nirholas/3D-AR-Studio and it has the context it needs.
More from the same author
- All repositories by nirholas: the full catalog, grouped by topic
- three.ws: the platform for 3D AI agents with Solana wallets, a skill marketplace and x402 payments
- Questions or ideas: open an issue or start a discussion
Contributors
来源:README.md,提交 ff4c549
工具
0版本历史
1- v0.3.0最新Sep 16, 2026
评分
已满足适用检查项的 50%
该评分衡量此收录条目的完整程度,依据注册中心条目、端点与公开来源计算得出。它不是对服务器本身的评价,也不表示服务器安全或当前可用:可连通性是带日期的检查结果,评分也不包含安装量或用户评价。
- 近 30 天内可连通25 分
请保持端点能够响应 MCP 握手;SourceWeft 每 30 天探测一次。
- 已声明认证方式10 分
请在注册中心条目中声明凭据请求头,或保持端点能够响应探测,以便判定其认证方式。
- 已列出工具15 分
请让服务器在无凭据时响应 tools/list,或发布可在沙箱中无凭据启动的软件包。
- 描述必需15 分
- 图标10 分
- 文档15 分
- 许可证10 分
