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Scene capabilities: the action catalog

Scene capabilities: the action catalog

The complete set of actions an agent can run against a published scene — visibility, selection, camera, animation, colour — and the rules that govern them.

A published scene is not a viewer with an assistant bolted onto it. The assistant operates the scene through a fixed, enumerable set of actions — the same set every time, against targets that were resolved before the action ran. This page is that set.

The mental model worth having: the agent never touches your geometry directly. It emits operations. Each one names an action, a set of already-resolved mesh targets, and an optional value. The viewer applies it and acknowledges it.

The shape of an operation

Every operation carries the same fields, whatever the action:

Field

What it holds

action

The canonical verb — one of the tracks below

targets

Concrete mesh keys, resolved before the action runs

value

Where the verb takes one: a colour, an animation name

parameters

Action-specific extras: viewpoint, framing, magnitudes

Targets resolve once, up front. An action never re-derives what you meant from your sentence — by the time it runs, the question of which parts is already closed.

Visibility

Action

Meaning

visibility.hide

Make targets invisible

visibility.show

Make them visible again; ghosted targets return to solid

visibility.ghost

Translucent, still in place

visibility.isolate

Show only the targets, hide everything else, and frame what is left

visibility.unisolate

Restore the visibility that preceded an isolate

There is no “hide everything except” action, and the omission is deliberate. Isolate takes the set you want kept and hides the rest, so the thing you name is always the thing you get rather than the thing you have to describe by exclusion.

Selection

Action

Meaning

selection.set

Replace the selection

selection.add

Add targets to it

selection.clear

Empty it

Selecting a hidden part shows it. Hiding a selected part deselects it. The coupling runs in both directions on purpose, so selection and visibility can never disagree about what you are actually looking at.

Camera

Action

Meaning

camera.frame_targets

Frame named targets — the default “look at this” verb

camera.frame_selected

Frame whatever is currently selected

camera.frame_scene

Frame the whole assembly

camera.orbit_targets / camera.orbit_scene

Orbit for a read on all sides

camera.focus

Tighten onto targets

camera.move

Reposition, including named viewpoints

camera.dolly, camera.truck, camera.look, camera.zoom

Relative motion at canonical magnitudes

camera.reset_view

Return to the default view

Named viewpoints are top, bottom, front, back, left, right and three_quarter. “Underside” resolves to bottom.

“Zoom in” tightens the framing. It does not touch the lens. A request for a closer look moves the camera rather than narrowing the field of view, because narrowing the field of view distorts the product you are trying to show.

Animation and state

Action

Meaning

animation.play

Play a named animation

animation.pause / animation.resume / animation.stop

Playback control

Animations are retrieved by the name you gave them when authoring, which is the practical reason naming matters: an animation called “Animation 3” can be played on request but is very hard for anyone to ask for.

Colour

Action

Meaning

color.set

Set target colour — the value is free-form

color.reset

Restore original colours

Free-form means the value does not have to be a hex code or a named CSS colour. “Brass-ish” resolves. Resetting colours is scene-wide by default, and it resets only colour — it is not a general scene reset in disguise.

Callouts

A callout.set places a bounded spatial annotation on a target: pay attention to this part, for this reason. It is not the answer — the answer is the reply — it is the marker that goes with it. Warning callouts ship today. A callout whose target cannot be resolved does nothing rather than leaving a card floating in space.

Scene-level

Action

Meaning

scene.reset

Restore the whole scene to its initial state

explode

Exploded view

How things get referred to

Four referent forms cover essentially every request:

Form

Example

A named target

“the boiler”, “the rear hub”

The current selection

“them”, “those”, “the selected parts”

The whole scene

“everything”, “the assembly”

A carve-out

“all of it except the sensors”

A carve-out that cannot be grounded is refused rather than approximated. If the agent cannot work out what “the sensors” means in your model, it says so — it does not fall back to matching the word against part names and hoping.

Answers, not just operations

Alongside the actions above, the agent reads a searchable corpus built from the scene: the part and group names you confirmed, the descriptions you wrote, and any manuals, spec sheets or service bulletins attached during authoring. That corpus is why two scenes built from identical geometry can differ enormously in what they can answer.

What it will not do

  • Invent a target. If the request does not resolve to real meshes, nothing runs.

  • Act on half a carve-out. Partial grounding is treated as no grounding.

  • Produce a confident answer from nothing. Where the scene has no basis for an answer, saying so is the correct output.