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Reference

Refined workbench layer · Version 2

Shared workbench structures for Hara tools.

This page compares browser-runtime, environment, 3D, node/material, and animation workbenches. Each specimen identifies its toolbar, docks, inspector, viewport, capabilities, status, and responsive collapse order.

← Return to the v2 reference · Open Hara Chrome runtime screens →

Workbench specimen 04 · Embedded environment

Live environment

A reusable shell for code, graphics, navigation, frontmatter, sessions, files, canvas controls, and optional 3D capabilities. The visual language renders initial semantic state; the host application owns switching and commands.

live-environment-01memory · revision 18
Eval
draw / focus60 fps · 1.0×
draw / focusframe 284
Kernel connectedGeneration 7Revision 18
memory:live-environment-01
Application contract Synchronize selected tabs, hidden panels, focus, persistence, command dispatch, and capability data without forking the visual tokens.

Workbench specimen 01 · Spatial tooling

3D editor

A dense command frame for object selection, scene hierarchy, viewport work, property inspection, and persistent runtime status. Chrome remains structural while the viewport carries the visual weight.

0%
Project / Materials

Asset shelf

Command aperture selectedCollection / Deck A
Autosave 00:18Hara scene 0.8
Material hierarchy

Raised command rails, recessed data entry, and selected seams communicate state without turning the frame into thick simulated hardware.

Viewport first

The property inspector disappears before the outliner; both disappear before the asset shelf so the working field remains primary.

Shared grammar

Toolbar, dock, inspector, overlay, and status components are package primitives rather than specimen-specific containers.

Workbench specimen 02 · Graph tooling

Node / material editor

A graph-centred surface with compact command tabs, a searchable node catalogue, shared property inspection, asset context, and a floating palette that uses the same material language as docked panels.

Shader graphCommand steel4 nodes · 4 links
01Texture CoordinateInput
04Color RampConverter
07Principled BSDFShader
12Material OutputOutput
Project / Surfaces

Material assets

Graph compiled0 warnings
WebGPU · 1.8 ms
One panel grammar

The floating command palette uses the same header, seams, and material tokens as docked catalogues and inspectors.

Graph remains dominant

Node colour is semantic and sparse; the canvas and connections carry the content while chrome stays neutral.

Keyboard density

Command hints and roving tab semantics support high-frequency editor use without relying on text-link navigation.

Workbench specimen 03 · Temporal tooling

Scene / animation editor

A transport-led scene editor with a persistent timeline, rig hierarchy, viewport overlays, and compact animation properties. It tests horizontal density without losing the same shared command language.

Demo / Sentinel turnF1 · Settle
Root
Arm.L
Arm.R
Signal
Timeline demo24 fps120 frames
0%
Action / Sentinel turn

Timeline

124487296120
48
Root
Spine / 02
Arm.L
Arm.R
Signal
Sentinel turn · Spine / 02Keyed at F48
Playback 24 fpsReceipt 8D2A
Horizontal density

The shared bottom dock supports timeline rulers, tracks, keys, and a playhead without creating a separate visual system.

Operational state

Pressed transport controls, active bones, keyed tracks, and frame telemetry use selection and state rather than decorative colour.

Receipted workflow

Inspector and status regions leave room for Hara-native provenance, agent authorship, and deterministic motion receipts.