JIT
Three.js 3D Modeling Studio
Make a Three.js 3D modeling studio with three.js coding bar! and a Three.js blue with white outline cube! Add some user-generated three.js model examples! I can give you the steps of doing it right! Let me think… (thinking) AHA! Step 1: Add a color changer, and background changer. Step 2: Add a special effect bar! Step 3: Add some modeling features, three.js experience, run code button! Step 4: Add Elements to three.js! Step 5: Reporter

Okay, let's start building your Three.js 3D modeling studio step by step.

This sets up the basic HTML structure, CSS styling, and JavaScript logic for your Three.js studio.

  • You have a viewport displaying a blue cube with a white outline.
  • You can rotate the view using your mouse (OrbitControls).
  • Control panel on the left allows changing background and cube colors.
  • You can add spheres, cones, and tori at random positions.
  • You can toggle fog on/off.
  • A coding bar allows you to write and run Three.js code (using the Run Code button). The code has access to scene, camera, renderer, cube, and a log function.
  • Example buttons load simple animation code into the editor.
  • A reporter area logs actions and errors.

You can now interact with the scene and try running the example code snippets or your own Three.js code in the editor.

Updated files
v1
Add a Previewer to see how it goes:

Okay, let's add a clear "Previewer" label above the 3D view area. Since the viewport (<canvas id="c"> inside <div id="viewport">) already serves as the previewer, we'll just add a heading to make it explicit.

I've added an <h2>Previewer</h2> heading above the canvas area in index.html and adjusted the CSS slightly for better layout and spacing. I also refined the JavaScript resize handling using ResizeObserver on the viewport element itself for more reliable updates when the layout changes, and improved how user code is executed. The main 3D view area is now clearly labeled as the "Previewer".

Updated files
v2