README file from
GithubAI Model Workbench
A local-first Obsidian 3D viewer focused on knowledge workflows. It renders common 3D assets in a Babylon.js viewport, lets you annotate key parts, and turns models into linked notes. Common mesh formats load directly, while CAD, FBX, and interchange formats can be converted to GLB through local tools.
English | 简体中文
Table of Contents
- Features
- Platform Support Matrix
- Quick Start
- Installation
- Format Support
- Usage
- Settings
- External Dependencies
- Security & Privacy
- Funding
- Technical Details
- Known Limitations
- Deployment
- License
Features
- Direct mesh preview for GLB/GLTF, STL, OBJ, and PLY
- 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: iOS, iPadOS, and Android support direct formats and a simplified workbench layout
Platform Support Matrix
| Capability | Windows / macOS / Linux | iOS / iPadOS / Android |
|---|---|---|
| Direct formats (GLB, GLTF, OBJ, STL, PLY) | Yes | Yes |
| Direct file view | Yes | Yes |
| Inline embed / Live Preview for direct formats | Yes | Yes |
| Workbench layout | Full desktop layout | Simplified single-column mobile layout |
| Local conversion (CAD, FBX, 3MF, DAE, SLDPRT) | Yes | No |
| Converter diagnostics and local CLI checks | Yes | No |
Already converted .ai3d-converted.glb assets |
Yes | Yes |
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-model-workbench/
-
Copy
main.js,manifest.json, andstyles.cssinto that folder. -
In Obsidian, open
Settings > Community Pluginsand enableAI 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-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-model-workbench.git
cd ai-model-workbench
npm install
npm run build
- Create
<vault>/.obsidian/plugins/ai-model-workbench/if it does not exist. - Copy
main.js,manifest.json, andstyles.cssinto that folder. - In Obsidian, enable
AI Model WorkbenchinSettings > Community Plugins.
Option B: Download a Release
- Download
main.js,manifest.json, andstyles.cssfrom Releases. - Create
<vault>/.obsidian/plugins/ai-model-workbench/if it does not exist. - Put the three files in that folder.
- In Obsidian, enable
AI Model WorkbenchinSettings > Community Plugins.
Option C: Symlink for Development
- Make sure
<vault>/.obsidian/plugins/already exists. - Create a symlink named
ai-model-workbenchthat points to this repository.
Windows (PowerShell):
New-Item -ItemType SymbolicLink `
-Path "C:\path\to\your-vault\.obsidian\plugins\ai-model-workbench" `
-Target "C:\path\to\ai-model-workbench"
macOS / Linux:
ln -s /path/to/ai-model-workbench \
/path/to/your-vault/.obsidian/plugins/ai-model-workbench
- In this repository, run
npm installonce if needed. - Run
npm run devwhile developing. - In Obsidian, enable
AI 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]]
Security & Privacy
AI Model Workbench does not collect telemetry, phone home, or run background network sync. Model previews are loaded from files already present in the Obsidian vault, and OBJ material/texture references are resolved from the vault instead of being fetched from the network.
The bundled Babylon.js runtime contains generic loader utilities that are capable of loading URLs for web applications. This plugin passes vault file bytes to Babylon as data URLs, overrides OBJ MTL loading to avoid remote fetches, and installs a runtime guard that rejects explicit http(s) / ws(s) asset or script URLs while disabling Babylon retry hooks for those requests. Optional converter diagnostics and conversions run only after a user action and execute local tools on desktop platforms.
Release assets are limited to the three files Obsidian downloads: main.js, manifest.json, and styles.css. GitHub Actions builds these files from source and publishes artifact attestations for provenance verification.
Funding
AI Model Workbench does not include donation prompts, payment flows, or cryptocurrency wallet addresses in the plugin bundle.
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 preview is temporarily disabled in packaged builds while its loader is replaced with a local-only implementation.
SPLAT Status and Roadmap
- Current status: SPLAT preview is temporarily disabled in community release builds. GLB, GLTF, STL, OBJ, PLY, and the current local conversion routes are unaffected.
- Why: the current Babylon SPLAT/SPZ loader still carries dynamic script and remote module fallback paths. The plugin runtime already rejects remote requests, but the packaged release also aims to remove those paths from the shipped bundle to reduce review and static-scan risk.
- Roadmap: first restore local-only
.splatloading; then reopen it after idle-render stability is improved for Windows and large scenes; finally evaluate.spzseparately, and only re-enable it if the decoder dependencies can be bundled locally and reviewed as local assets.
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 | FBX (converted) | CAD |
|---|---|---|---|---|---|---|
| Mesh | Yes | Yes | Yes | Yes | Yes | Yes |
| Point Cloud | No | No | No | Yes | No | No |
| Materials | PBR | Basic | MTL | Basic | Basic | No |
| Textures | Embedded | No | External | No | No | No |
| Colors | Vertex | Face | No | Vertex | No | Face (STEP) |
| Animation | Yes | 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 file in the file explorer.
Supported Extensions
| Type | Formats |
|---|---|
| Direct | .glb .gltf .stl .obj .ply |
| 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 and run lightweight self-checks for Python environments and converter CLIs |
Portability and diagnostics
The rendering layer is cross-platform: direct formats like GLB, OBJ, STL, PLY, and already-converted .ai3d-converted.glb assets can render anywhere Obsidian Desktop can provide WebGL.
On iOS, iPadOS, and Android, the plugin now supports direct formats such as GLB, GLTF, OBJ, STL, and PLY. Local conversion routes for CAD, FBX, 3MF, DAE, and SLDPRT remain desktop-only because they depend on external CLI tools and Python environments.
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 or the native converter CLI can launch.
For repository-level implementation rules, see docs/cross-platform-development.md.
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
freecadcmdis available
The plugin prefers the explicit setting and environment variable first, then checks common user-managed install locations, then PATH, and finally system fallback hints such as:
- 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
Resolution order: The plugin prefers the explicit setting and environment variable first, then checks common user-managed install locations, then PATH, and finally system fallback hints such as obj2gltf.cmd on Windows and obj2gltf in standard macOS/Linux locations like /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.
Resolution order: The plugin prefers the explicit setting and environment variable first, then checks common user-managed install locations, then PATH, and finally system fallback hints such as:
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_FREECADCMD |
FreeCADCmd path |
AI3D_ASSIMP_CMD |
Python command for trimesh |
AI3D_OBJ2GLTF_CMD |
obj2gltf command path |
AI3D_FBX2GLTF_CMD |
FBX2glTF command path |
The legacy alias AI3D_FREECMDCMD is still accepted for compatibility, but new setups should use AI3D_FREECADCMD.
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 → 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 and OBJ) 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-model-workbench/
├── main.js # 1.7 MB (minified, Babylon.js core)
├── manifest.json # Plugin manifest
├── styles.css # Plugin styles
└── src/ # Source code
Release Publishing
Releases are published by the GitHub Actions Release workflow. Push a tag that matches manifest.json, for example v0.1.7, or run the workflow manually. The workflow uploads only main.js, manifest.json, and styles.css, removes unsupported release assets, and generates GitHub artifact attestations for the published files.
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