Claude Code Builds an Interactive 3D Web Asset Across Unreal and Blender
AI summary
In a firsthand Reddit post, JeffCache says Claude Code helped build an interactive 3D asset by writing and running scripts for Unreal Engine, Blender, a local image-to-3D model, and the final WebGL page. The workflow covered MetaHuman scenes, materials, lighting, character clothing, fan rigging, offline rendering, browser testing, and iterative fixes based on natural-language feedback. The author handled art direction while Claude Code performed the building work.
In-depth insight
The account provides a concrete, cross-tool example of Claude Code assisting with 3D production and web presentation, although the workflow and results are self-reported without independent verification.
| Hey y'all! Happy spooky season ;) Apologies in advance, I had AI create the summary below to make outlining the workflow an easier affair. This page works on virtually any device capable of video playback. Artifact Link - Drag left and right, or use the arrow keys. It also works on phones. **How Claude Code helped** I did the art direction and gave feedback. Claude Code did the building, running in my terminal with access to Unreal Engine, Blender and a local image-to-3D setup: **Unreal:** it wrote and ran Python scripts that set up the MetaHuman scene, materials, lighting and Movie Render Queue jobs. **Blender:** it built and fitted the outfit and rigged the fan to fold. It also solved the arm and hand animation, with collision checks so the fingers never pass through the fan. **Mask and skull:** it generated them with a local image-to-3D model, then fitted them to her face and cut the crack the skull shows through. **Web:** it wrote the video encoding and the WebGL page that composites the layers live in the browser. **Testing:** it tested the page in headless Chrome at desktop and phone sizes, and tracked down why it played on some iPhones but not others (a video codec setting). **Iteration:** I'd describe a problem in plain words and it would find the cause and fix it. For "her hand looks plastic", the skin material was set too glossy. For "the hand moves stiffly", it added wrist and finger motion. **What's under the hood (short version)** Everything is rendered offline in Unreal, then split into layers: her (alive in a breeze on a loop) and the arm and fan. The browser composites those video layers in real time, and your drag scrubs the fan. No game engine runs in the page; it's pre-rendered video plus a shader. Happy to answer questions! submitted by /u/JeffCache [link] [comments] |