| docs | ||
| models | ||
| src | ||
| .gitignore | ||
| CLAUDE.md | ||
| esbuild.config.mjs | ||
| eslint.config.mjs | ||
| FORMAT_SUPPORT_DESIGN.md | ||
| LICENSE | ||
| manifest.json | ||
| package.json | ||
| README.md | ||
| README.zh-CN.md | ||
| styles.css | ||
| tsconfig.json | ||
| versions.json | ||
AI 3D Model Workbench
An Obsidian plugin for viewing 3D assets, annotating key parts, and turning models into linked knowledge notes. Common mesh formats render directly; CAD, FBX, and interchange formats can be converted to GLB through local tools.
English | 简体中文
Table of Contents
- Features
- Quick Start
- Installation
- Format Support
- Usage
- Settings
- External Dependencies
- Technical Details
- Known Limitations
- Deployment
- License
Features
- Direct mesh preview for GLB/GLTF, STL, OBJ, PLY, and SPLAT
- Optional conversion for CAD, FBX, 3MF, and DAE assets
- Babylon.js 9.6 engine with WebGL 2 rendering
- Three embedding methods: Live Preview, code blocks, direct file view
- Grid system: render multiple models in a single viewport with presets
- 3D annotations: click-to-pin bookmarks with labels, colors, and depth-aware occlusion
- Knowledge notes: generate structured Markdown from loaded models
- Snapshots: copy, save, or download rendered previews as PNG
- i18n: English and Simplified Chinese with auto-detect system locale
- Desktop support: Obsidian Desktop on Windows, macOS, and Linux
- Mobile support: Direct preview on Obsidian Mobile with adaptive hardware scaling
Quick Start
- Build the plugin:
npm install
npm run build
-
Open your local Obsidian vault folder on your computer.
-
Create this folder inside the vault:
<your-vault>/.obsidian/plugins/ai-3d-model-workbench/
-
Copy
main.js,manifest.json, andstyles.cssinto that folder. -
In Obsidian, open
Settings > Community Pluginsand enableAI 3D Model Workbench. -
Put a supported model file into the same vault, for example
model.glb. -
In any note inside that vault, embed it like this:
![[model.glb]]
![[model.glb|400x300]]
Installation
Use Quick Start if you only want the fastest setup.
Requirements
- Obsidian 1.5.0 or later
- Obsidian Desktop on Windows, macOS, or Linux for local tool-based conversion
- A local Obsidian vault folder on your computer
- This plugin folder inside the vault:
<vault>/.obsidian/plugins/ai-3d-model-workbench/
All install methods place the same three files in that folder:
| File | Size | Description |
|---|---|---|
main.js |
~1.7 MB | Plugin runtime (Babylon.js core) |
manifest.json |
~1 KB | Obsidian plugin manifest |
styles.css |
~10 KB | Plugin styles |
Direct rendering works on desktop and mobile. Local converter tools for CAD, FBX, 3MF, and DAE require desktop OS access.
Option A: Build from Source
- Clone the repository and build the plugin:
git clone https://github.com/flash555588/ai-3d-model-workbench.git
cd ai-3d-model-workbench
npm install
npm run build
- Create
<vault>/.obsidian/plugins/ai-3d-model-workbench/if it does not exist. - Copy
main.js,manifest.json, andstyles.cssinto that folder. - In Obsidian, enable
AI 3D Model WorkbenchinSettings > Community Plugins.
Option B: Download a Release
- Download
main.js,manifest.json, andstyles.cssfrom Releases. - Create
<vault>/.obsidian/plugins/ai-3d-model-workbench/if it does not exist. - Put the three files in that folder.
- In Obsidian, enable
AI 3D Model WorkbenchinSettings > Community Plugins.
Option C: Symlink for Development
- Make sure
<vault>/.obsidian/plugins/already exists. - Create a symlink named
ai-3d-model-workbenchthat points to this repository.
Windows (PowerShell):
New-Item -ItemType SymbolicLink `
-Path "C:\path\to\your-vault\.obsidian\plugins\ai-3d-model-workbench" `
-Target "C:\path\to\ai-3d-model-workbench"
macOS / Linux:
ln -s /path/to/ai-3d-model-workbench \
/path/to/your-vault/.obsidian/plugins/ai-3d-model-workbench
- In this repository, run
npm installonce if needed. - Run
npm run devwhile developing. - In Obsidian, enable
AI 3D Model WorkbenchinSettings > Community Plugins.
After Install
- Put a supported model file into the same vault, for example
model.glb. - In any note inside that vault, embed it like this:
![[model.glb]]
![[model.glb|400x300]]
Format Support
Direct Rendering (No External Tools)
| Format | Extension | Features |
|---|---|---|
| GLB / GLTF | .glb .gltf |
PBR materials, animations, textures, scene hierarchy |
| STL | .stl |
Binary format, per-face colors (VisCAM/SolidView) |
| OBJ | .obj |
MTL materials, vault-relative texture resolution |
| PLY | .ply |
ASCII/binary, vertex colors, point cloud support |
| SPLAT | .splat |
Gaussian Splatting point clouds |
Conversion (Requires External Tools)
| Format | Extension | Converter | Output |
|---|---|---|---|
| STEP | .step .stp |
Python + CadQuery/OCCT | GLB |
| IGES | .iges .igs |
Python + CadQuery/OCCT | GLB |
| BREP | .brep |
Python + CadQuery/OCCT | GLB |
| SLDPRT | .sldprt |
FreeCAD | GLB |
| 3MF | .3mf |
Python + trimesh | GLB |
| DAE | .dae |
Python + trimesh | GLB |
| FBX | .fbx |
FBX2glTF | GLB |
Format Feature Matrix
| Feature | GLB/GLTF | STL | OBJ | PLY | SPLAT | FBX (converted) | CAD |
|---|---|---|---|---|---|---|---|
| Mesh | Yes | Yes | Yes | Yes | No | Yes | Yes |
| Point Cloud | No | No | No | Yes | Yes | No | No |
| Materials | PBR | Basic | MTL | Basic | No | Basic | No |
| Textures | Embedded | No | External | No | No | No | No |
| Colors | Vertex | Face | No | Vertex | Point | No | Face (STEP) |
| Animation | Yes | No | No | No | No | Yes | No |
Usage
Syntax Guide
1. Inline Embed
Write a wikilink anywhere in your note. Works in Reading and Live Preview.
![[model.glb]]
![[model.glb|400x300]]
2. 3d Code Block
Quick — file path only:
```3d model.glb
```
Full config — camera, lights, scene, multi-model:
```3d
{
"models": [
{ "path": "model.glb" },
{ "path": "part.stl", "color": "#ff0000", "wireframe": true }
],
"camera": { "fov": 30, "position": [5, 5, 5] },
"lights": [
{ "type": "hemisphere", "color": "#fff", "intensity": 1 },
{ "type": "directional", "position": [10, 20, 10] }
],
"scene": { "autoRotate": true, "grid": true },
"width": "100%",
"height": 500
}
```
| Section | Key fields |
|---|---|
models[] |
path (required), color, wireframe |
camera |
fov, position, lookAt, mode ("perspective" / "orthographic") |
lights[] |
type ("hemisphere" "directional" "point" "spot" "ambient" "attachToCam"), color, intensity, position |
scene |
background, autoRotate, autoRotateSpeed, grid, axis, groundShadow, transparent |
stl |
color, wireframe (defaults for STL files) |
| top-level | width, height |
3. 3dgrid Code Block
Render multiple models in one viewport using layout presets.
```3dgrid
{
"models": [
{ "path": "v1.step" },
{ "path": "v2.step" },
{ "path": "v3.step" }
],
"preset": "compare"
}
```
| Preset | Layout |
|---|---|
compare |
Side-by-side A/B |
showcase |
Multi-angle single model |
explode |
Ring arrangement |
timeline |
Horizontal strip |
gallery |
All in one scene (default) |
compose |
Custom sections |
3dgrid accepts the same camera, lights, scene fields as 3d, plus: preset, params, columns, rowHeight, gapX, gapY, sections, direction.
4. Direct File View
Click any .glb/.gltf/.stl/.obj/.ply/.splat file in the file explorer.
Supported Extensions
| Type | Formats |
|---|---|
| Direct | .glb .gltf .stl .obj .ply .splat |
| Conversion | .step .stp .iges .igs .brep .sldprt .3mf .dae .fbx |
Keyboard Shortcuts (in preview)
| Key | Action |
|---|---|
R |
Reset view |
W |
Toggle wireframe |
G |
Toggle orientation gizmo |
B |
Toggle bounding box |
Space |
Play/pause animation |
Esc |
Exit annotation mode |
3D Annotations
Add labeled bookmarks directly on model surfaces. Annotations persist per model file.
Direct View & Workbench (edit mode):
- Click the tag icon in the toolbar (or "Annotate" button in the workbench panel)
- A blue overlay indicates annotation mode is active
- Click anywhere on the model surface to place a pin
- Enter a label and pick a color in the popup editor
- Click an existing pin to edit its label/color or delete it
- Click a pin label in the workbench panel to animate the camera to that position
- Press
Escto exit annotation mode
Depth-aware occlusion: Pins behind geometry display blurred and dimmed. When the camera stops moving for ~250ms, fully occluded pins are automatically hidden, leaving only visible bookmarks.
Code blocks & Live Preview: Saved annotations display as read-only overlays with the same occlusion behavior.
Settings
| Setting | Default | Description |
|---|---|---|
| Language | auto | UI language (English / Simplified Chinese / auto-detect) |
| Canvas height | 400 | Preview height in pixels |
| Auto-rotate | off | Start with turntable animation |
| Auto-rotate speed | 0.5 | Rotation speed (0.1-2.0) |
| Render quality | high | Quality preset (low/medium/high) |
| Render scale | 1.0 | Resolution multiplier (0.25-2.0) |
| Snapshot folder | Media/3D Previews | Export folder |
| Snapshot naming | model-name | File naming mode for exported PNG snapshots |
| Report folder | Analysis/3D Reports | Knowledge notes folder |
| Log level | warn | Console log verbosity |
Converter Settings
| Setting | Description |
|---|---|
| Enable CAD converter | Enable STEP/IGES/BREP via CadQuery |
| Enable SLDPRT converter | Enable SolidWorks via FreeCAD |
| Enable mesh converter | Enable 3MF/DAE via trimesh |
| Enable OBJ2GLTF converter | Optional OBJ normalization through obj2gltf |
| Enable FBX2glTF converter | Enable FBX conversion through FBX2glTF |
| Python command path (for CAD conversion) | Override the Python executable used for STEP/IGES/BREP conversion |
| FreeCADCmd path (for SLDPRT conversion) | Override the FreeCAD executable used for .sldprt conversion |
| obj2gltf command path | Override the obj2gltf CLI path |
| FBX2glTF command path | Override the FBX2glTF CLI path |
| Python command path (for 3MF/DAE conversion) | Override the Python executable used for 3MF/DAE conversion |
| Converter command diagnostics | Show which executable path the plugin will actually use |
External Dependencies
Only needed for CAD, FBX, and mesh conversion. Direct formats work without any external tools.
Python + CadQuery (STEP, IGES, BREP)
# Install
pip install cadquery trimesh
Verify with the Python command your OS uses:
- Windows:
py -c "import cadquery; print('OK')" - macOS / Linux:
python3 -c "import cadquery; print('OK')"
FreeCAD (SLDPRT)
Install FreeCAD for your platform:
- Windows: install from freecad.org/downloads
- macOS: install the app bundle or use
brew install --cask freecad - Linux: install your distro's FreeCAD package and make sure
freecadcmdis available
Auto-discovery paths:
- Windows:
%LOCALAPPDATA%\Programs\FreeCAD*\bin\FreeCADCmd.exe - macOS:
/Applications/FreeCAD.app/Contents/MacOS/FreeCADCmd,/usr/local/bin/FreeCADCmd,/opt/homebrew/bin/FreeCADCmd - Linux:
/usr/bin/freecadcmd
Python + trimesh (3MF, DAE)
pip install trimesh
Auto-discovery: Same Python as CadQuery (see above).
Override: Environment variable AI3D_ASSIMP_CMD.
obj2gltf (OBJ, optional)
The plugin already has a built-in OBJ loader. obj2gltf is an optional alternative that can produce higher-fidelity GLB output.
Install:
npm install -g obj2gltf
Auto-discovery: The plugin looks for obj2gltf.cmd on Windows, and obj2gltf in standard macOS/Linux locations such as /usr/local/bin/obj2gltf and /opt/homebrew/bin/obj2gltf.
Enable: Settings > Enable OBJ2GLTF converter, or set "obj2gltf path".
FBX2glTF (FBX)
FBX files are converted to GLB through the local FBX2glTF binary. The older community FBX loader is not bundled because its current release targets Babylon.js 8, while this plugin uses Babylon.js 9.
Install:
Download or build FBX2glTF for your platform and place the binary in a known location.
Auto-discovery:
C:\Program Files\FBX2glTF\FBX2glTF-windows-x64.exe
C:\Program Files\FBX2glTF\FBX2glTF.exe
/usr/local/bin/FBX2glTF
/opt/homebrew/bin/FBX2glTF
/usr/local/bin/fbx2gltf
Enable: Settings > Enable FBX2glTF converter, or set "FBX2glTF path".
Environment Variables
| Variable | Purpose |
|---|---|
AI3D_FREECAD_CMD |
Python command for CadQuery |
AI3D_FREECMDCMD |
FreeCADCmd path |
AI3D_ASSIMP_CMD |
Python command for trimesh |
AI3D_OBJ2GLTF_CMD |
obj2gltf command path |
AI3D_FBX2GLTF_CMD |
FBX2glTF command path |
Technical Details
Architecture
src/
├── main.ts # Plugin lifecycle, commands
├── domain/
│ ├── models.ts # Shared interfaces
│ └── constants.ts # Default settings, extensions
├── store/
│ ├── create-store.ts # Custom store primitive
│ └── plugin-store.ts # Obsidian saveData bridge
├── render/babylon/
│ ├── scene.ts # BabylonModelPreview class
│ ├── grid.ts # GridRenderer class
│ ├── annotations.ts # AnnotationManager (pin overlay + occlusion)
│ ├── picking.ts # Click-to-pick with highlight
│ ├── loaders/
│ │ ├── stl-loader.ts # Custom binary STL parser
│ │ ├── ply-loader.ts # Custom ASCII/binary PLY parser
│ │ └── register.ts # Babylon SceneLoader plugins
│ └── presets/ # Grid layout presets
├── io/
│ ├── formats/
│ │ └── registry.ts # Format capability registry
│ ├── conversion/
│ │ ├── manager.ts # Conversion orchestration
│ │ └── adapters/ # Converter implementations
│ └── model-pipeline.ts # Format routing logic
└── view/
├── workbench/ # Main workbench UI
├── inline/ # Code blocks, live preview
└── direct-view.ts # Direct file opening
Model Import Pipeline
┌─────────────────────────────────────────────────────────────┐
│ 1. Format Detection │
│ └─ getFormatCapability(ext) → { family, strategy } │
│ │
│ 2. Route Decision │
│ ├─ strategy: "direct" → prepareDirectLoad() │
│ └─ strategy: "convert" → convertForPreview() │
│ │
│ 3. Data Loading │
│ ├─ readBinaryPath() → ArrayBuffer │
│ └─ [if converted] → read converted .glb │
│ │
│ 4. Babylon Rendering │
│ ├─ GLB/GLTF/OBJ/SPLAT → SceneLoader.ImportMeshAsync() │
│ ├─ STL → loadSTLBuffer() (direct parse) │
│ └─ PLY → loadPLYBuffer() (direct parse) │
└─────────────────────────────────────────────────────────────┘
Why Direct Buffer Loading for STL/PLY
Babylon.js v9 SceneLoader has a bug where custom plugins receive data URL strings instead of ArrayBuffer when loading via SceneLoader.ImportMeshAsync(). Built-in loaders (GLTF, OBJ, SPLAT) are unaffected.
Workaround: STL and PLY parsers are called directly with the raw ArrayBuffer, bypassing SceneLoader entirely.
Conversion Caching
- Location: Same directory as source file
- Format:
{filename}.ai3d-converted.glb - Validation: Checks converter identity, cache key, file existence
- Invalidation: Automatic when converter settings change
- Manual clear: Command palette > "Clear Conversion Cache"
Known Limitations
| Issue | Affected Formats | Workaround |
|---|---|---|
| External converter required | FBX | Install and enable FBX2glTF |
| Binary-only STL | STL | Convert ASCII STL to binary |
| External tools required | STEP/IGES/BREP/SLDPRT | Install Python + CadQuery or FreeCAD |
| Texture path resolution | OBJ | Place textures in same directory as OBJ |
| Conversion timeout | SLDPRT | 10-minute timeout for complex assemblies |
Deployment
Prerequisites
- Node.js >= 18
- npm >= 9
- Obsidian >= 1.5.0
Build Commands
npm install # Install dependencies
npm run dev # Development build with watch
npm run build # Production build
npm run typecheck # TypeScript type check
Build Output
ai-3d-model-workbench/
├── main.js # 1.7 MB (minified, Babylon.js core)
├── manifest.json # Plugin manifest
├── styles.css # Plugin styles
└── src/ # Source code
Platform Support
| Platform | Status |
|---|---|
| Windows | Full support |
| macOS | Full support |
| Linux | Full support |
| Obsidian Mobile | Supported (reduced resolution) |
Bundle Size Optimization
Babylon.js core is ~98% of the bundle size. The project uses:
- Subpath imports (
@babylonjs/core/Engines/engine.js) instead of barrel imports - Tree-shaking to remove unused features
- esbuild for fast, optimized bundling
Without subpath imports, the bundle would be ~7 MB instead of 1.7 MB.
License
MIT