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Update to Spline
Snapshot Oct 24, 2026 · 13:29 UTC · version 1.2.0
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{
"description": "Build and edit 3D scenes and 2D designs (websites, landing pages, app screens, UI) live in the Spline editor, which opens in a panel beside the chat. Use when the user mentions Spline, or asks for a 3D scene, object, animation or interactive 3D experience, or for a page or screen design they want to see and keep editing visually.",
"included_files": [],
"name": "spline",
"skill_md_contents": "---\nname: spline\ndescription: Build and edit 3D scenes and 2D designs (websites, landing pages, app screens, UI) live in the Spline editor, which opens in a panel beside the chat. Use when the user mentions Spline, or asks for a 3D scene, object, animation or interactive 3D experience, or for a page or screen design they want to see and keep editing visually.\n---\n\n# Spline\n\nOne set of tools drives two Spline editors:\n\n- **3D** (`3d_*` tools): scenes, objects, materials, lighting, cameras,\n animation and interactivity, authored in Spline's editor DSL.\n- **2D design, \"Hana\"** (`2d_*` tools): websites, app screens, UI and\n posters, authored as an HTML + CSS subset that becomes a live Spline design.\n\nPick by what the user wants to end up with: a 3D scene → `3d_*`; a page or\nscreen → `2d_*`.\n\n## Start\n\n1. **Put an editor on screen.** Call `spline_create_file` (`kind: \"3d\"` or\n `\"2d\"`) for something new, `spline_open_file` for an existing file, or\n `spline_canvas` to just open Spline. It opens the Spline panel beside the\n chat, where the user watches you build. Call the scene tools right after;\n they wait for the editor to load. (Where there is no panel, the result is\n a link instead: give it to the user and carry on.)\n2. **Read the authoring guide before you author.** 3D:\n `3d_load_skill(\"authoring-guide\")`, then the further parts it names. 2D:\n `2d_load_skill(\"authoring-guide\")` and `2d_load_skill(\"authoring-guide-2\")`,\n plus any effect skill the design needs. The guides own the syntax and the\n quality bar; don't guess either.\n3. **Ground yourself** with `3d_get_scene_mcp` or `2d_get_canvas_state`.\n\n## Build, look, refine\n\nSpline's own in-editor agent works in passes, and the results show it. Work\nthe same way:\n\n- Build in steps (`3d_run_code`; `2d_reserve_frames` then `2d_write_html`).\n- After each meaningful step, **look**: `3d_take_screenshot` (aim it with\n `3d_set_view`) or `2d_review_frame`. Check facts by re-reading the scene;\n judge looks from the image.\n- **Refine at least twice** before you call it done: first composition,\n scale and framing; then materials, lighting and detail. Fix what the\n screenshot shows, not what you meant to build.\n- Stop when the result meets the guide's quality bar, not when the first\n build runs without errors.\n\n## Rules\n\n- **One file per design.** Follow-up requests edit the open file; don't call\n `spline_create_file` again. If a create reports a file is already open,\n carry on in it.\n- If a tool says no editor is open, open one (step 1) and retry. If it says\n the editor didn't finish loading, retry in a moment instead of creating\n another file.\n- If a call says Spline isn't signed in, ask the user to reconnect the Spline\n app rather than building the design some other way.\n- **To undo**, when the user asks to undo, roll back or go back to how\n it was: `3d_list_versions` / `2d_list_versions`, then\n `3d_restore_version` / `2d_restore_version` with the version to go back\n to. A \"Before AI edits\" version is saved before your first edit of each\n request, so the newest one undoes your last request. Say which version\n you restored, then re-read the scene before editing again. Don't try to\n undo by rebuilding what was there by hand.\n- When you finish, tell the user the result is in the Spline panel and what\n you built, so they can keep editing it themselves.\n"
}SHA-256 of public snapshot: 732183509a20117a0e5c16bfadb1cc8fb6046b09490d905e3614b60c962b18bf