SuperAPI AI Directory

isometric-ops

Design & creation

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Updated 10-13 16:47

About this skill

Isometric Operations

Create, refine, compose, and export isometric illustrative assets for websites and games — end to end. This skill covers the exact projection math, the vector/CSS/SVG and three.js generation routes, the pixel-art and Blender pre-render pipelines, engine tilemap integration, the AI-generation-with-structure-control workflow, asset sourcing with licence discipline, and the companion iso-studio scene composer (a standalone app that grew out of this skill). Every constant is derived and machine-checked; every workflow is runnable; every claim is sourced in its reference file.

Boundary — what this skill does NOT own. General three.js / creative-coding scaffolding lives in genart-ops; app- and game-scale three.js (GLTF pipeline, react-three-fiber, InstancedMesh) lives in the threejs-ops skill. Colour science and perceptual (OKLCH) ramp construction live in color-ops. isometric-ops owns only the isometric delta — it cross-links those siblings, it never restates them. Detail lives in the reference files below: this router points, it does not duplicate.


1. The projection decision — always step zero

Choose the projection before you draw, generate, or model anything. This is not a deferrable stylistic preference: it fixes the grid math, the tile aspect ratio, the camera rig, and the anti-aliasing strategy for the entire pipeline downstream. Changing it later means re-cutting every asset.

Job Projection Ground-axis angle Tile / face rule Where
Web / vector illustration, diagrams, icons, hero art True isometric 30° (all three axes 120° apart) all axes foreshorten equally; smooth vector edges ignore pixel stepping projection-math.md §1, svg-vector-generation.md, css-isometric.md
Game tiles, tilemaps, sprite worlds, most "isometric" games 2:1 dimetric (commonly called isometric in games) 26.565° = arctan(1/2) integer 2px:1px steps tessellate; tileW = 2·tileH projection-math.md §2, coordinates-depth.md, engine-integration.md
Hand-placed / library pixel-art primitives (cubes, bricks, slopes) Pixel-neat 1:2 22.6° (obelisk.js pixel-dot pattern) 1:2 pixel dot stepping avoids staircasing at primitive-drawing level projection-math.md §7, pixel-art-workflow.md

The failure mode this prevents. Nearly every "isometric" game is actually dimetric (only two of the three axis separations are equal: ≈116.565°, 116.565°, 126.870°). The trap: an artist draws a "30° isometric" tile, the engine places it on a 2:1 (26.565°) diamond grid, and the tile edges do not meet their neighbours. Small at one tile, catastrophic across a 50×50 map. The fix is not a nudge tool — it is deciding, up front, that game tiles are 2:1 dimetric at 26.565° and writing that number into the tile spec so every asset is cut to the same grid.

Terminology discipline (applies everywhere). On first use per document write "2:1 dimetric (commonly called isometric in games)", then "2:1 dimetric" thereafter. Never call the 2:1 game projection "isometric" unqualified. Distinguish "isometric drawing" (100% scale) from "isometric projection" (81.65% = √(2/3) scale) whenever the distinction affects a measurement.

Canonical constants (the authority table)

Machine-emitted by iso-math.py constants; full derivations and ground-truth checks in projection-math.md.

Symbol Exact form Value Appears as
Cube tilt ("magic angle") arctan(1/√2) = arcsin(1/√3) 35.264° 3D iso rotation
Foreshortening (projection scale) cos(35.264°) = √(2/3) 81.65% (0.81650) true-projection edge scale
Isometric drawing scale full-scale convention 100% vector iso (edges read at 100%)
True ground angle definition 30° vector iso axes
SSR / top-plane squash cos(30°) 86.602% (0.86603) Illustrator scale, 2D plane matrices
Figma height / circle→ellipse tan(30°) 57.735% (0.57735) Figma hack, ellipse minor axis
CSS back-tip arctan(√2) = 90° − 35.264° 54.7356° CSS rotateX
CSS un-foreshorten √(3/2) = 1/cos(35.264°) 1.22474 CSS scale3d
Dimetric ground angle arctan(1/2) 26.565° game tiles
Dimetric screen slope tileH/tileW (2:1) 0.5 tile-space +x = (+tileW/2, +tileH/2)

Two Blender ortho-camera rigs, both must appear wherever rigs are discussed: 2:1 dimetric = RotX 60°, RotY 0°, RotZ 45° (cube top 2× wide as tall, sin 30° = 0.5); true isometric = RotX 54.736°, RotY 0°, RotZ 45° (all three faces equal). Most tutorials use 60/0/45 and mislabel it "isometric" — it is dimetric. See blender-prerender.md §1.


2. Task router — six routes

Each route is a numbered mini-workflow. Follow the links for the exact numbers, code, and gotchas — the steps here are the spine, the references are the flesh.

Route A — Illustrate for the web (vector / CSS / SVG)

For diagrams, icons, hero art, marketing scenes → true isometric (30°).

  1. Decide true iso (§1). Pin the light direction and palette up front (style-guide.md).
  2. Pick the medium. Live DOM elements you want selectable / accessible / SEO-visible → CSS. Static shapes and icon sets → SVG. See the decision tables in css-isometric.md and svg-vector-generation.md.
  3. CSS route. 3D: transform-style: preserve-3d on the container, per-face children, then the outer stack rotateX(54.7356deg) rotateZ(-45deg) scale3d(1.22474,…) — the scale goes on the container only (or faces double-scale). 2D affine for flat cards: the rotate(-30deg) skewX(30deg) scaleY(0.866) recipe family, derived per plane in css-isometric.md.
  4. SVG route. Reach for @elchininet/isometric (SVG-native, planes/paths) or hand-roll diamond/cube/prism paths using the plane matrix() recipes (Top matrix(0.86603, 0.5, 0.86603, -0.5, 0, 0), etc.). Grab a ready grid from assets/grids/ or emit one with iso-math.py grid-svg.
  5. Optimise & export. Simplify paths in-tool → export → SVGO/SVGOMG → raster derivatives, in that order (svg-vector-generation.md §7).
  6. Verify visually. For map-heavy web work, headless-screenshot checks belong to playwright-ops; tie the render back to the style checklist.

Route B — Build a game tileset (spec → generate → validate → pack → engine)

For tilemaps and sprite worlds → 2:1 dimetric (26.565°). This is the discipline route; skipping the spec is how sets drift.

  1. Write the spec first. Copy the fill-in template from tile-spec.md and pin: projection + exact angle, tile W×H (W = 2H), unit elevation (px per z-step), anchor at the feet, footprint grammar (1×1, 2×1, 2×2…), transparent margin/bleed, palette tokens, one light direction, output format, name_direction_variant.png naming, and scale grammar (one human = N tiles).
  2. Generate the tiles — draw them (pixel-art-workflow.md), pre-render from 3D (Route D), or AI-generate (Route C). Every asset obeys the spec's numbers.
  3. Validate each tile against the spec: uv run scripts/tile-validate.py --tile-w 64 --tile-h 32 tiles/*.png — flags dimension drift, alpha halos, edge-bleed, off-centre anchor, palette overflow (exit 10 on any violation). Every spec line maps to a check (tile-spec.md "How the spec feeds tile-validate.py").
  4. Pack into an atlas: uv run scripts/sheet-pack.py tiles/ --trim --padding 2 --pot → one sheet PNG + a JSON atlas. An atlas turns N texture binds into 1 — the single biggest win for tile-heavy scenes (coordinates-depth.md §11).
  5. Integrate into the engine — Godot 4 TileMapLayer (Shape=Isometric, Layout=Diamond Down, Y-Sort on, origin at feet), Unity orthographic checklist, or Phaser/PixiJS manual cart↔iso. Atlas anchor/pivot mapping is spelled out in engine-integration.md.
  6. The runtime math — tile↔screen, picking, and the (x+y, z, layer, zBias) depth sort with anchor-at-feet — lives in coordinates-depth.md and is mirrored by iso-math.py to-screen / to-tile (round-trip verified).

Route C — AI pipeline (generate → control → refine → vectorize)

Model by output type, scaffolded prompts, ControlNet structure control, refine, vectorize, licence check: task-routes.md.

Route D — Pre-render from 3D (Blender / three.js)

Ortho rig per projection, bake N-direction sprites (Blender or three.js), re-enter Route B at validate: task-routes.md.

Route E — Compose a scene (iso-studio)

Snap-grid staging, automatic depth sort, PNG/scene-JSON export, blockout to ControlNet in the standalone app: iso-studio.md.

Route F — Source existing assets (licences)

CC0 first, then marketplaces; verify plan, licence and AI-training clause before delivery: task-routes.md.


3. Scripts

All scripts follow the Skill Resource Protocol: stdout = data only, semantic exit codes, --help with EXAMPLES, --json envelopes. Pure-stdlib scripts run with python; Pillow scripts use PEP 723 inline metadata via uv run (on this Windows machine avoid the Store python3 stub — it exits 49).

Script What it does Launch
iso-math.py Canonical constants, tile↔screen transforms, SVG grids, CSS/SVG/Illustrator/Figma transform recipes python scripts/iso-math.py constants --projection true --json · … to-screen 3 2 --tile-w 64 --tile-h 32 · … grid-svg --projection dimetric21 --tile-w 64 --extent 8 > grid.svg · … transforms --target css-3d
tile-validate.py QA gate for (especially AI) tiles: dimension, alpha-halo, edge-bleed, anchor, palette checks; exit 10 on violation uv run scripts/tile-validate.py --tile-w 64 --tile-h 32 tiles/*.png
sheet-pack.py Pack a tiles directory into a spritesheet PNG + JSON atlas; --trim --padding N --pot, deterministic order uv run scripts/sheet-pack.py tiles/ --trim --padding 2 --pot
check-iso-facts.py §7 staleness verifier: --offline asserts constants + reference citations; --live npm-checks named packages (exit 7 advisory / 10 drift) python scripts/check-iso-facts.py --offline

4. Assets

Asset What it is Use
prompt-library.md Ready-to-paste prompt scaffolds by target tool (city block, room cutaway, floating island, warehouse, control room, dashboard, sprite tileset, icon) + universal negative block + Midjourney/Firefly/Recraft/Flux cheatsheets Route C, step 2
palettes/three-tone-presets.json 8 three-tone presets (kenney-prototype-grey, pastel-dollhouse, industrial-muted, cyberpunk-teal-violet, blueprint, earthy-game, mono-ink, brand-neutral); top-lightest verified by WCAG luminance Route A/B, style-guide.md
grids/ Pre-generated true-iso-{32,64,128}.svg and dimetric-2to1-{32,64,128}.svg (line slope 0.5 dimetric / tan30° true iso) Route A, backdrops
blender-iso-rig.py Headless Blender ortho-rig + N-direction sprite baker + optional depth/normal passes Route D, step 2
iso-studio (external) The zero-dependency scene composer — standalone repo at github.com/0xDarkMatter/iso-studio, owns scene-schema.json + the asset library; pointer: iso-studio.md Route E, §5

5. iso-studio — the scene composer (standalone app)

Standalone zero-dependency app (github.com/0xDarkMatter/iso-studio), run with node <iso-studio>/server.mjs. Palettes, blockout mode, manual pointer: iso-studio.md.


6. Gotcha index — the top 10 footguns

# Footgun Fix Reference
1 Mislabelled dimetric — calling 2:1 game tiles "isometric" and cutting them to a 30° grid; tiles don't tessellate Game tiles are 2:1 dimetric at 26.565°; write the exact angle into the tile spec projection-math.md §2/§4, tile-spec.md
2 Skew without scale — shearing a flat asset onto the iso axes but skipping the cos(30°)=0.86603 vertical scale; right axes, wrong height, won't stack Run the full Scale → Shear → Rotate; build on the iso plane, never skew-and-call-it-done projection-math.md §3.2/§3.3
3 Centre anchors break y-sort — a tall sprite's centre is high on screen, so a centre-based sort draws it behind nearer objects Anchor every sprite at its visual feet (ground contact); the sort key uses the tile it stands on coordinates-depth.md §8
4 Elevation folded into the depth key — using x+y+z makes a tall near object sort behind a short far one z is a tie-breaker after (x+y), never added into it: (x+y, z, layer, zBias) coordinates-depth.md §5/§7
5 Unity near-clip clipping — default near plane hides geometry behind the ortho camera on the XZ map Push near clip to a large negative (−1000+); Stable Fit → Close Fit shadows; disable cascades engine-integration.md §2
6 Ortho frustum not recomputed on resize — the iso view stretches when the viewport changes Recompute aspect-scaled left/right/top/bottom in the resize handler; update the projection matrix threejs-orthographic.md §3
7 AI halo edges — semi-transparent fringe around AI-generated tiles that shows as a seam Alpha-threshold / defringe; tile-validate.py flags halo % mechanically ai-refinement.md §3
8 Licence AI-training clause — "commercial use OK" is not "dataset use OK"; DrawKit forbids AI training Verify plan + licence + AI-training clause before client delivery asset-sourcing.md
9 Flux-dev LoRA licences — Flux.1-dev derivatives are non-commercial; shipping them in a client project is a violation Check each LoRA's licence flag; prefer permissively-licensed adapters for commercial work ai-generation.md §2/§7
10 Staircasing & the >4× upscale trap — 30° lines staircase in pixel art; pushing an upscaler past 4× invents perspective-breaking detail Commit to 2:1 pixel-neat stepping; above 4× regenerate at a higher base, don't upscale pixel-art-workflow.md §1, ai-refinement.md §1

Related skills

genart-ops (general three.js / creative coding) · threejs-ops (app/game-scale three.js: GLTF, r3f, InstancedMesh) · color-ops (colour science, OKLCH ramps) · frontend-design (Claude-Code-bundled; production UI craft) · playwright-ops (headless render verification).