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full-stack-skillsfull-stack-skills/threejs-skills/skills/threejs-animation/SKILL.md

threejs-animation

Skill9 starsChanged 54 days agoApache-2.0View on GitHub

three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.

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  • alton47Skill

    threejs-performance

    Optimizes Three.js performance — instancing, draw call reduction, LOD, frustum culling, geometry merging, texture compression, Stats.js profiling, and GPU debugging. Use when the user asks about performance, FPS, draw calls, instancing, optimization, lag, stuttering, or profiling a Three.js scene. Trigger keywords: performance, fps, draw calls, instancing, InstancedMesh, LOD, profiling, optimization, Stats.

    Also in 5 projects that use this

The file

We split this skill into the rules it gives an agent

1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 23 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When answering under this skill, prefer responses that:

    line 67

“Common” is measured: kept by at least 6 in 10 of the 23 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

When to use this skill

ALWAYS use this skill when the user mentions:

  • AnimationMixer.update, AnimationAction play/pause/stop, crossfade, synchronized clips
  • AnimationClip from glTF or AnimationClipCreator, retargeting caveats at API level
  • Keyframe tracks: position/rotation/scale/color tracks, boolean/string tracks where applicable
  • IK: CCDIKSolver / CCDIKHelper from addons

IMPORTANT: animation vs objects

  • threejs-animation = time evaluation and tracks.
  • threejs-objects = SkinnedMesh/Skeleton attachment, bind pose—mesh side.

Trigger phrases include:

  • "AnimationMixer", "AnimationAction", "AnimationClip", "crossFade", "KeyframeTrack"
  • "动画混合", "骨骼动画", "剪辑", "淡入淡出"

How to use this skill

  1. Collect clips from gltf.animations or create with utilities / AnimationClipCreator.
  2. Create mixer bound to root object (often scene or rig root).
  3. Create actions per clip via mixer.clipAction(clip); configure loop mode (LoopOnce, LoopRepeat, LoopPingPong).
  4. Per frame: compute delta seconds (use Clock from core—documented under Core in docs index), call mixer.update(delta).
  5. Blending: adjust weight, crossFadeTo, enabled flags; watch for additive vs full replacement semantics per docs.
  6. PropertyBinding: understand path strings targeting bones/morphs—errors often from wrong object names.
  7. IK addon: attach solver after base animation if using CCD IK from examples.

See examples/workflow-mixer-action.md.

Doc map (official)

More: references/official-sections.md.

Scope

  • In scope: Core Animation module, keyframe pipeline, listed addons for clip creation and IK.
  • Out of scope: DCC export best practices; physics ragdoll; audio sync (link conceptually only).

Common pitfalls and best practices

  • Forgetting mixer.update freezes animation; double update per frame speeds up.
  • Mixing clips with incompatible hierarchies causes violent pops—validate bind pose.
  • Root motion must be handled in game logic if not baked—document explicitly.
  • Large track counts cost CPU—strip unused tracks in preprocessing when possible.

Documentation and version

Behavior of AnimationMixer, tracks, and glTF animation import can change between three.js majors. Treat the Animation section of the docs index as authoritative for the user’s installed version; when upgrading, check the three.js repository release notes and migration notes for renamed properties or loader output.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Cite the exact class (AnimationMixer, AnimationAction, etc.) or addon (CCDIKSolver) from the official docs.
  2. Include at least one https://threejs.org/docs/... link (e.g. AnimationAction).
  3. Relate clips to SkinnedMesh / skeleton via threejs-objects when deformation is involved.
  4. Mention mixer.update(delta) and a stable time source (Clock) explicitly.
  5. Reference official examples by name only (no full file paste).

References

Keywords

English: animationmixer, animationaction, animationclip, keyframetrack, crossfade, skinning, propertybinding, three.js

中文: 动画混合、AnimationMixer、AnimationAction、关键帧、骨骼动画、剪辑、淡入淡出、three.js

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