threejs-animation
Skill13 starsChanged 5 months agoMITView on GitHub
This skill should be used when the user asks to "build a 3D hero section or WebGL background", "animate a Three.js scene", "play or crossfade GLTF animation clips", "move/lerp the camera or link it to scroll", "render thousands of objects with InstancedMesh", "set up React Three Fiber (R3F) motion", "add bloom/DOF post-processing", or "keep a Three.js/R3F animation smooth and leak-free (dispose geometries/materials/textures, free GPU memory on unmount)". Covers scenes, render loops, camera moves, GLTF AnimationMixer, instancing, scroll-linked 3D, R3F, and animation performance/disposal.
29 other projects use a version of this.
Adopted by
Most recently taken up by
- DaraBoth/skilljmskilltheir own version, first seen Nov 8, 2026
- OpenMontageInc/OpenMontagetheir own version, first seen Nov 8, 2026
- calesthio/OpenMontagetheir own version, first seen Nov 8, 2026
- davidanthonyn/claude-skillstheir own version, first seen Oct 20, 2026
- CloudAI-X/threejs-skillstheir own version, first seen Oct 18, 2026
- alton47/threejs-skillstheir own version, first seen Oct 15, 2026
Used with
Projects with it also use threejs-performance, threejs-audio and 1 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
alton47Skillthreejs-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
alton47Skillthreejs-audio
Adds spatial and non-spatial audio to Three.js scenes using AudioListener, Audio, PositionalAudio, AudioAnalyser, and AudioLoader. Use when the user asks about 3D audio, spatial sound, positional audio, audio visualization, background music, or Web Audio API integration. Trigger keywords: audio, sound, PositionalAudio, AudioListener, AudioAnalyser, spatial audio, 3D sound, music visualization.
Also in 3 projects that use this
- +1 more from alton47
Other versions29 projects use a version of this.
Word for word · 3
- willlee1995/skills★ 1100% same
- keysforthewin/thisoffice★ 0100% same
- belentani7/manus-ai-skill-pack★ 0100% same
Edited · 0
None found.
Wrote their own version · 26
- calesthio/OpenMontage★ 78ksame name
- OpenMontageInc/OpenMontage★ 78ksame name
- CloudAI-X/threejs-skills★ 3.7ksame name
- educlopez/thegridcn-ui★ 394same name
- quiet-node/gesture-lab★ 185same name
- OpenCoven/coven★ 75same name
- kumaran-is/claude-code-onboarding★ 35same name
- codetesla51/skills★ 32same name
- ruloCode/hermes-os★ 16same name
- alton47/threejs-skills★ 13same name
16 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository2 other files it gives its agents.
- particle-systemSkill
- shader-glslSkill
The file
We split this skill into the rules it gives an agent
4 rules. 0 are common, 1 is distinctive, and 3 are very specific to this project.
0
Common
Most of the 21 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 50
Use clock.getDelta() to make motion frame-rate independent (multiply rates by dt), and setAnimationLoop (works with WebXR and pauses on tab …
- Very specific: line 96
Use THREE.CatmullRomCurve3 and curve.getPointAt(p) for curved fly-throughs.
- Distinctive: line 145
Prefer matcaps or baked lighting over many real-time lights.
- Very specific: line 155
No disposal needed: Mesh/Group/Scene (GC reclaims after removal), Vector3/Matrix4/Color (plain JS), lights/cameras (except shadow map …
“Common” is measured: kept by at least 6 in 10 of the 21 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.
Files
Three.js Motion (3D / WebGL)
Build real-time 3D motion for the web: animated scenes, camera moves, GLTF playback, instancing, scroll-linked 3D, and React Three Fiber. Optimize for smooth 60fps and clean disposal.
When to use
- 3D hero sections, product viewers, interactive/scroll-linked 3D backgrounds.
- Playing and blending GLTF animation clips.
- Rendering many objects efficiently (particle fields, tiles, forests).
- Camera fly-throughs and scroll-driven camera moves.
Minimal scene + render loop
import * as THREE from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, innerWidth / innerHeight, 0.1, 100);
camera.position.set(0, 0, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2)); // cap DPR — critical for retina perf
document.body.appendChild(renderer.domElement);
const mesh = new THREE.Mesh(
new THREE.IcosahedronGeometry(1, 0),
new THREE.MeshStandardMaterial({ color: 0x44aaff, flatShading: true })
);
scene.add(mesh, new THREE.DirectionalLight(0xffffff, 2).translateZ(5),
new THREE.AmbientLight(0xffffff, 0.4));
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
const dt = clock.getDelta();
mesh.rotation.y += dt * 0.5; // frame-rate independent
renderer.render(scene, camera);
});
addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});Use clock.getDelta() to make motion frame-rate independent (multiply rates by dt), and setAnimationLoop (works with WebXR and pauses on tab blur) instead of raw requestAnimationFrame.
GLTF animation clips
Load a model, play clips through an AnimationMixer, and update the mixer with delta time every frame.
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let mixer, actions = {};
new GLTFLoader().load('model.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene);
gltf.animations.forEach((clip) => { actions[clip.name] = mixer.clipAction(clip); });
actions['Idle']?.play();
});
// In the loop: if (mixer) mixer.update(dt);Crossfade between two clips smoothly:
function crossfade(fromName, toName, dur = 0.4) {
const from = actions[fromName], to = actions[toName];
to.reset().setEffectiveWeight(1).play();
from.crossFadeTo(to, dur, false); // warping=false: linear weight ramp
}For one-shot clips (e.g. a jump), set action.setLoop(THREE.LoopOnce); action.clampWhenFinished = true; and listen for mixer.addEventListener('finished', ...).
Camera lerp and scroll-linked motion
Smooth camera follow uses exponential interpolation toward a target. Frame-rate-correct damping:
const target = new THREE.Vector3(0, 0, 5);
function dampVec(current, goal, lambda, dt) {
current.lerp(goal, 1 - Math.exp(-lambda * dt)); // lambda ~ 3..8
}
// loop: dampVec(camera.position, target, 5, dt); camera.lookAt(0, 0, 0);Scroll-linked camera: map scrollY / maxScroll (0→1) to camera position along a path. Update the goal on scroll, let damping smooth it.
addEventListener('scroll', () => {
const p = scrollY / (document.body.scrollHeight - innerHeight);
target.set(0, p * -10, 5 - p * 3); // move down and in
});Use THREE.CatmullRomCurve3 and curve.getPointAt(p) for curved fly-throughs.
Instancing for many objects
One draw call for thousands of identical meshes. Set per-instance matrices (and optional colors).
const count = 5000;
const geo = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const mat = new THREE.MeshStandardMaterial();
const inst = new THREE.InstancedMesh(geo, mat, count);
const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
dummy.position.set((Math.random()-0.5)*20, (Math.random()-0.5)*20, (Math.random()-0.5)*20);
dummy.updateMatrix();
inst.setMatrixAt(i, dummy.matrix);
}
inst.instanceMatrix.needsUpdate = true;
scene.add(inst);
// Animate: update dummy per instance, setMatrixAt, then needsUpdate = true each frame.Set inst.instanceMatrix.setUsage(THREE.DynamicDrawUsage) if updating every frame. Per-instance color: inst.setColorAt(i, color) then inst.instanceColor.needsUpdate = true.
React Three Fiber (R3F)
Drive animation with useFrame; it receives state and delta.
import { Canvas, useFrame } from '@react-three/fiber';
import { useRef } from 'react';
function Spinner() {
const ref = useRef();
useFrame((state, delta) => {
ref.current.rotation.y += delta * 0.5;
ref.current.position.y = Math.sin(state.clock.elapsedTime) * 0.3;
});
return <mesh ref={ref}><icosahedronGeometry /><meshStandardMaterial /></mesh>;
}
export default () => (
<Canvas dpr={[1, 2]} camera={{ position: [0, 0, 5] }}>
<ambientLight intensity={0.4} /><directionalLight position={[5, 5, 5]} />
<Spinner />
</Canvas>
);dpr={[1, 2]} caps pixel ratio. Load models with useGLTF (drei), animate clips with useAnimations. For springs use @react-spring/three; for scroll use drei ScrollControls + useScroll.
Performance and cleanup (critical)
- Cap pixel ratio:
Math.min(devicePixelRatio, 2). This is the single biggest win on retina/mobile. - Reuse geometries and materials; merge static geometry with
BufferGeometryUtils.mergeGeometries. - Prefer matcaps or baked lighting over many real-time lights; each shadow-casting light is expensive.
- Material/emissive motion (pulsing emissive, displacement) often reads better and is cheaper than moving lots of geometry.
Cleanup & GPU memory (disposal)
GPU resources (geometries, materials, textures, render targets) live on the GPU, not the JS heap. The garbage collector frees the JS objects but cannot free the WebGL buffers/textures they uploaded. Without explicit .dispose(), VRAM grows on every mount until the context is lost (black canvas, WebGL: CONTEXT_LOST_WEBGL). This is why renderer.info.memory keeps rising across mount/unmount cycles.
Dispose what allocates GPU memory; ignore what does not:
- Dispose:
geometry.dispose()(VBOs),material.dispose()(shader program — but NOT its textures),texture.dispose()(per map slot:map,normalMap,roughnessMap,envMap, …),renderTarget.dispose(), and on final teardownrenderer.dispose()+renderer.forceContextLoss(). - No disposal needed:
Mesh/Group/Scene(GC reclaims after removal),Vector3/Matrix4/Color(plain JS), lights/cameras (except shadow map render targets). scene.remove(mesh)only detaches from the graph — it frees nothing on the GPU. Geometry/material/textures stay resident until explicitly disposed.
Teardown traversal — disposing a loaded model or whole scene must handle material arrays and every texture map per material:
function disposeObject(root) {
root.traverse((obj) => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
for (const m of mats) {
for (const key in m) { // dispose any texture property
const v = m[key];
if (v && v.isTexture) v.dispose();
}
m.dispose();
}
}
});
root.parent?.remove(root);
}
// SPA route teardown: renderer.setAnimationLoop(null); disposeObject(scene);
// renderer.dispose(); renderer.forceContextLoss?.();R3F unmount cleanup — resources created declaratively in JSX are auto-disposed on unmount (R3F walks attached objects and calls .dispose()). Leaks happen with imperative resources (new THREE.X() in hooks/refs/loaders) that R3F never attached. Create them with useMemo and dispose in a matching useEffect cleanup:
const geometry = useMemo(() => new THREE.BufferGeometry(/* … */), [count]);
useEffect(() => () => geometry.dispose(), [geometry]); // disposes on unmount AND dep changeFor shared resources reused across mounts, set dispose={null} on the JSX object and dispose only at app shutdown. Verify with renderer.info.memory (R3F: useThree().gl.info.memory): mount/unmount 10x; if geometries/textures does not return to baseline, something leaked.
See references/resource-disposal.md for the full disposal utility (all map slots, shader uniforms, render targets, skinned meshes), EffectComposer/render-target disposal, a renderer.info leak-test harness, R3F cleanup recipes (refs, textures, GLTF cache clearing, <DisposeOnUnmount>), and HMR safety.
Deliver & verify (standalone HTML)
Packaged helper (
scripts/):scripts/seek-shot.sh anim.html 0 1.5 3freezes the?t=Nharness and screenshots each moment;scripts/contact-sheet.sh sheet.png frame-*.pngtiles them for one-glance review. Seescripts/README.md.
For a self-contained 3D scene (hero, WebGL background, micro-scene) the deliverable is one HTML file that opens directly in a browser — Three.js pulled from a CDN via an importmap, one render loop, no build step. A single file is the right tier for a scene; don't reach for a bundler when one file does the job.
Output contract:
- One
.html: importmap pinsthree+three/addonsto a CDN; your scene and the render loop in one inline<script type="module">. - Drive ALL motion from one source of truth —
clock.getElapsedTime()(andmixer/camera read from it). NoDate.now(), no per-object wall-clock. - Seed any randomness (instance placement, jitter) from a fixed seed so frames reproduce.
Seek/freeze harness — render ONE frame at a fixed time for screenshots. ?t=N forces elapsed time to N seconds, advances the scene to that instant, renders once, and stops the loop — a deterministic still.
<script type="module">
// ... build scene, camera, renderer, clock, mixer ...
const t = new URLSearchParams(location.search).get("t");
function frame(elapsed) { // pure: scene state is a function of elapsed
mesh.rotation.y = elapsed * 0.5;
if (mixer) { mixer.setTime(elapsed); } // setTime is absolute, not delta
renderer.render(scene, camera);
}
if (t !== null) {
frame(parseFloat(t)); // one fixed frame, no loop
window.__ready = true;
} else {
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => frame(clock.getElapsedTime()));
}
</script>Verify loop — render → freeze → screenshot → check: open the file at three instants — start, mid, end (?t=0, ?t=<mid>, ?t=<end> for an animated clip/loop) — screenshot each, and check both fidelity (matches the brief) and artifacts: a black canvas = parse/init error (check the console), clipped/off-frame geometry, NaN positions (objects vanish), missing model/texture (CDN 404). WebGL needs a GPU context; Playwright/Chromium supplies one (swiftshader) headless.
npx playwright screenshot --wait-for-timeout=600 "file://$PWD/scene.html?t=1.5" frame-mid.pngBefore you finish:
- Canvas actually renders — not blank, no console/WebGL errors, no CDN 404s.
?t=Nfreezes a reproducible frame (same N → same pixels; randomness seeded).- Screenshotted at start / mid / end — matches the brief, no clipping/NaN/black.
- Disposed and leak-free if embedded in an SPA (
setAnimationLoop(null)+ dispose; see disposal section). prefers-reduced-motionhonored — slow/halt rotation or auto-play where relevant.
Quick reference
| Goal | API |
| Frame-independent motion | multiply by clock.getDelta() |
| Play GLTF clip | mixer.clipAction(clip).play() + mixer.update(dt) |
| Blend clips | from.crossFadeTo(to, dur, false) |
| Smooth camera | lerp(goal, 1 - exp(-lambda*dt)) |
| Many objects | InstancedMesh + setMatrixAt |
| Scroll 3D | map scroll 0→1 to camera target |
| Cap DPR | setPixelRatio(min(dpr, 2)) |
Reference files
references/r3f-and-perf.md— Full AnimationMixer crossfade and one-shot handling, useFrame patterns (clock, pointer, lerp), drei ScrollControls scroll-linked camera, InstancedMesh per-frame animation with color, pixel-ratio and adaptive resolution, complete dispose-on-unmount routine, and postprocessing (UnrealBloom, DepthOfField/bokeh) for both vanilla Three and R3F.references/resource-disposal.md— Complete GPU resource disposal: full disposal utility (all map slots, shader uniforms, render targets, env maps, skinned meshes), EffectComposer/render-target teardown, full renderer teardown, R3F leak cases and the useMemo+cleanup pattern, ref/texture/GLTF cleanup recipes,<DisposeOnUnmount>helper, shared-resource and InstancedMesh strategies,renderer.infoleak-test harness, and HMR safety.
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