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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

preview

Table of Contents


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

  1. Build the plugin:
npm install
npm run build
  1. Open your local Obsidian vault folder on your computer.

  2. Create this folder inside the vault:

<your-vault>/.obsidian/plugins/ai-3d-model-workbench/
  1. Copy main.js, manifest.json, and styles.css into that folder.

  2. In Obsidian, open Settings > Community Plugins and enable AI 3D Model Workbench.

  3. Put a supported model file into the same vault, for example model.glb.

  4. 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

  1. 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
  1. Create <vault>/.obsidian/plugins/ai-3d-model-workbench/ if it does not exist.
  2. Copy main.js, manifest.json, and styles.css into that folder.
  3. In Obsidian, enable AI 3D Model Workbench in Settings > Community Plugins.

Option B: Download a Release

  1. Download main.js, manifest.json, and styles.css from Releases.
  2. Create <vault>/.obsidian/plugins/ai-3d-model-workbench/ if it does not exist.
  3. Put the three files in that folder.
  4. In Obsidian, enable AI 3D Model Workbench in Settings > Community Plugins.
  1. Make sure <vault>/.obsidian/plugins/ already exists.
  2. Create a symlink named ai-3d-model-workbench that 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
  1. In this repository, run npm install once if needed.
  2. Run npm run dev while developing.
  3. In Obsidian, enable AI 3D Model Workbench in Settings > Community Plugins.

After Install

  1. Put a supported model file into the same vault, for example model.glb.
  2. 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):

  1. Click the tag icon in the toolbar (or "Annotate" button in the workbench panel)
  2. A blue overlay indicates annotation mode is active
  3. Click anywhere on the model surface to place a pin
  4. Enter a label and pick a color in the popup editor
  5. Click an existing pin to edit its label/color or delete it
  6. Click a pin label in the workbench panel to animate the camera to that position
  7. Press Esc to 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 and run lightweight dependency self-checks

Portability and diagnostics

The rendering layer is cross-platform: direct formats like GLB, OBJ, STL, PLY, SPLAT, and already-converted .ai3d-converted.glb assets can render anywhere Obsidian Desktop can provide WebGL.

The conversion layer is less portable because it depends on local tools and Python environments that vary by machine. Use the converter diagnostics panel in plugin settings as the first check when a CAD or mesh format fails. It verifies both the executable path the plugin resolved and whether the selected Python environment can import the required packages.

On macOS in particular, the system Python at /usr/bin/python3 often exists but does not include CAD packages. If diagnostics show that path and the self-check fails, install a separate Python environment and point the plugin setting to that interpreter explicitly.


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')"

If diagnostics resolve to /usr/bin/python3 on macOS and the import check fails, install a separate Python (for example Homebrew Python), install cadquery and trimesh there, then set that interpreter path in plugin settings.

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 freecadcmd is 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 numpy networkx pycollada

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