All skills
cloudai-x avatar

/threejs-animation

@b1c6230
by cloudai-xcloudai-x/threejs-skills3.5k stars
397

Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.

Recorded with Codex, gpt-6.1-sol, medium effort

PromptBuild Clockwork Grove, a Three.js animated mechanical garden with original procedural flowers that unfold in a choreographed loop. Use actual Three.js AnimationClip tracks and mixers, with play/pause, speed, bloom phase scrubber, and reset controls. No external model assets. Bundle Three.js inline. Ensure the opening view already shows an interesting scene; include a clear WebGL-unavailable state. Don't ask questions. Make the design calls yourself. Use TypeScript for build tooling if needed. Save the final demo as one self-contained index.html with all CSS and runtime JavaScript inline. Bundle any package code locally. All visible controls must work. It will run in an opaque iframe with sandbox allow-scripts only: no form submissions, storage, popups, or downloads. Use explicit button handlers and in-page results. Support reduced motion, keyboard use, 390px mobile, and 1440px desktop. Verify the important controls in a browser before finishing.

Desktop screenshot of the page the Agent built for: Build Clockwork Grove, a Three.js animated mechanical garden with original procedural flowers that unfold in a choreogra
Phone screenshot of the page the Agent built for: Build Clockwork Grove, a Three.js animated mechanical garden with original procedural flowers that unfold in a choreogra

Recorded on an older version of this Skill.

Use this Skill: https://skilld.dev/gh/cloudai-x/threejs-skills/threejs-animation

Nothing lands on disk. Nothing to clean up.

Fork this Skill

Edit a local copy. It keeps the author and licence.

SKILL.md

≈54 tokens for metadata: the name and description. ≈3.1k when used: this file.

Description uses 2.7% of example budget

Before choosing a Skill, your Agent reads its name and description. All available Skills share that space.

  • A shorter description leaves more room for other Skills. This entry exceeds our 1% size suggestion.

In our Claude Code example, all Skill names and descriptions share 8,000 characters. This Skill uses ≈218 characters, or 2.7%.

The 1% threshold is a size suggestion. Longer descriptions can still fit.

Your model, settings, and other Skills decide how much text your Agent can read.

Example settings and source

The example uses a 200k-token context and default Claude Code settings. The count includes the name, description, separators, and when_to_use when present. Codex also counts local file paths.

Skit's source and limits: Codex 0.160.1, Claude Code 2.1.292.

Three.js Animation

Quick Start

import * as THREE from "three";

// Simple procedural animation
const clock = new THREE.Clock();

function animate() {
  const delta = clock.getDelta();
  const elapsed = clock.getElapsedTime();

  mesh.rotation.y += delta;
  mesh.position.y = Math.sin(elapsed) * 0.5;

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}
animate();

Animation System Overview

Three.js animation system has three main components:

  1. AnimationClip - Container for keyframe data
  2. AnimationMixer - Plays animations on a root object
  3. AnimationAction - Controls playback of a clip

AnimationClip

Stores keyframe animation data.

// Create animation clip
const times = [0, 1, 2]; // Keyframe times (seconds)
const values = [0, 1, 0]; // Values at each keyframe

const track = new THREE.NumberKeyframeTrack(
  ".position[y]", // Property path
  times,
  values,
);

const clip = new THREE.AnimationClip("bounce", 2, [track]);

KeyframeTrack Types

// Number track (single value)
new THREE.NumberKeyframeTrack(".opacity", times, [1, 0]);
new THREE.NumberKeyframeTrack(".material.opacity", times, [1, 0]);

// Vector track (position, scale)
new THREE.VectorKeyframeTrack(".position", times, [
  0,
  0,
  0, // t=0
  1,
  2,
  0, // t=1
  0,
  0,
  0, // t=2
]);

// Quaternion track (rotation)
const q1 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0));
const q2 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, Math.PI, 0));
new THREE.QuaternionKeyframeTrack(
  ".quaternion",
  [0, 1],
  [q1.x, q1.y, q1.z, q1.w, q2.x, q2.y, q2.z, q2.w],
);

// Color track
new THREE.ColorKeyframeTrack(".material.color", times, [
  1,
  0,
  0, // red
  0,
  1,
  0, // green
  0,
  0,
  1, // blue
]);

// Boolean track
new THREE.BooleanKeyframeTrack(".visible", [0, 0.5, 1], [true, false, true]);

// String track (for morph targets)
new THREE.StringKeyframeTrack(
  ".morphTargetInfluences[smile]",
  [0, 1],
  ["0", "1"],
);

Interpolation Modes

const track = new THREE.VectorKeyframeTrack(".position", times, values);

// Interpolation
track.setInterpolation(THREE.InterpolateLinear); // Default
track.setInterpolation(THREE.InterpolateSmooth); // Cubic spline
track.setInterpolation(THREE.InterpolateDiscrete); // Step function

AnimationMixer

Plays animations on an object and its descendants.

const mixer = new THREE.AnimationMixer(model);

// Create action from clip
const action = mixer.clipAction(clip);
action.play();

// Update in animation loop
function animate() {
  const delta = clock.getDelta();
  mixer.update(delta); // Required!

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

Mixer Events

mixer.addEventListener("finished", (e) => {
  console.log("Animation finished:", e.action.getClip().name);
});

mixer.addEventListener("loop", (e) => {
  console.log("Animation looped:", e.action.getClip().name);
});

AnimationAction

Controls playback of an animation clip.

const action = mixer.clipAction(clip);

// Playback control
action.play();
action.stop();
action.reset();
action.halt(fadeOutDuration);

// Playback state
action.isRunning();
action.isScheduled();

// Time control
action.time = 0.5; // Current time
action.timeScale = 1; // Playback speed (negative = reverse)
action.paused = false;

// Weight (for blending)
action.weight = 1; // 0-1, contribution to final pose
action.setEffectiveWeight(1);

// Loop modes
action.loop = THREE.LoopRepeat; // Default: loop forever
action.loop = THREE.LoopOnce; // Play once and stop
action.loop = THREE.LoopPingPong; // Alternate forward/backward
action.repetitions = 3; // Number of loops (Infinity default)

// Clamping
action.clampWhenFinished = true; // Hold last frame when done

// Blending
action.blendMode = THREE.NormalAnimationBlendMode;
action.blendMode = THREE.AdditiveAnimationBlendMode;

Fade In/Out

// Fade in
action.reset().fadeIn(0.5).play();

// Fade out
action.fadeOut(0.5);

// Crossfade between animations
const action1 = mixer.clipAction(clip1);
const action2 = mixer.clipAction(clip2);

action1.play();

// Later, crossfade to action2
action1.crossFadeTo(action2, 0.5, true);
action2.play();

Loading GLTF Animations

Most common source of skeletal animations.

import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";

const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
  const model = gltf.scene;
  scene.add(model);

  // Create mixer
  const mixer = new THREE.AnimationMixer(model);

  // Get all clips
  const clips = gltf.animations;
  console.log(
    "Available animations:",
    clips.map((c) => c.name),
  );

  // Play first animation
  if (clips.length > 0) {
    const action = mixer.clipAction(clips[0]);
    action.play();
  }

  // Play specific animation by name
  const walkClip = THREE.AnimationClip.findByName(clips, "Walk");
  if (walkClip) {
    mixer.clipAction(walkClip).play();
  }

  // Store mixer for update loop
  window.mixer = mixer;
});

// Animation loop
function animate() {
  const delta = clock.getDelta();
  if (window.mixer) window.mixer.update(delta);

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

Skeletal Animation

Skeleton and Bones

// Access skeleton from skinned mesh
const skinnedMesh = model.getObjectByProperty("type", "SkinnedMesh");
const skeleton = skinnedMesh.skeleton;

// Access bones
skeleton.bones.forEach((bone) => {
  console.log(bone.name, bone.position, bone.rotation);
});

// Find specific bone by name
const headBone = skeleton.bones.find((b) => b.name === "Head");
if (headBone) headBone.rotation.y = Math.PI / 4; // Turn head

// Skeleton helper
const helper = new THREE.SkeletonHelper(model);
scene.add(helper);

Programmatic Bone Animation

function animate() {
  const time = clock.getElapsedTime();

  // Animate bone
  const headBone = skeleton.bones.find((b) => b.name === "Head");
  if (headBone) {
    headBone.rotation.y = Math.sin(time) * 0.3;
  }

  // Update mixer if also playing clips
  mixer.update(clock.getDelta());
}

Bone Attachments

// Attach object to bone
const weapon = new THREE.Mesh(weaponGeometry, weaponMaterial);
const handBone = skeleton.bones.find((b) => b.name === "RightHand");
if (handBone) handBone.add(weapon);

// Offset attachment
weapon.position.set(0, 0, 0.5);
weapon.rotation.set(0, Math.PI / 2, 0);

Morph Targets

Blend between different mesh shapes.

// Morph targets are stored in geometry
const geometry = mesh.geometry;
console.log("Morph attributes:", Object.keys(geometry.morphAttributes));

// Access morph target influences
mesh.morphTargetInfluences; // Array of weights
mesh.morphTargetDictionary; // Name -> index mapping

// Set morph target by index
mesh.morphTargetInfluences[0] = 0.5;

// Set by name
const smileIndex = mesh.morphTargetDictionary["smile"];
mesh.morphTargetInfluences[smileIndex] = 1;

Animating Morph Targets

// Procedural
function animate() {
  const t = clock.getElapsedTime();
  mesh.morphTargetInfluences[0] = (Math.sin(t) + 1) / 2;
}

// With keyframe animation
const track = new THREE.NumberKeyframeTrack(
  ".morphTargetInfluences[smile]",
  [0, 0.5, 1],
  [0, 1, 0],
);
const clip = new THREE.AnimationClip("smile", 1, [track]);
mixer.clipAction(clip).play();

Animation Blending

Mix multiple animations together.

// Setup actions
const idleAction = mixer.clipAction(idleClip);
const walkAction = mixer.clipAction(walkClip);
const runAction = mixer.clipAction(runClip);

// Play all with different weights
idleAction.play();
walkAction.play();
runAction.play();

// Set initial weights
idleAction.setEffectiveWeight(1);
walkAction.setEffectiveWeight(0);
runAction.setEffectiveWeight(0);

// Blend based on speed
function updateAnimations(speed) {
  if (speed < 0.1) {
    idleAction.setEffectiveWeight(1);
    walkAction.setEffectiveWeight(0);
    runAction.setEffectiveWeight(0);
  } else if (speed < 5) {
    const t = speed / 5;
    idleAction.setEffectiveWeight(1 - t);
    walkAction.setEffectiveWeight(t);
    runAction.setEffectiveWeight(0);
  } else {
    const t = Math.min((speed - 5) / 5, 1);
    idleAction.setEffectiveWeight(0);
    walkAction.setEffectiveWeight(1 - t);
    runAction.setEffectiveWeight(t);
  }
}

Additive Blending

// Base pose
const baseAction = mixer.clipAction(baseClip);
baseAction.play();

// Additive layer (e.g., breathing)
const additiveAction = mixer.clipAction(additiveClip);
additiveAction.blendMode = THREE.AdditiveAnimationBlendMode;
additiveAction.play();

// Convert clip to additive
THREE.AnimationUtils.makeClipAdditive(additiveClip);

Animation Utilities

import * as THREE from "three";

// Find clip by name
const clip = THREE.AnimationClip.findByName(clips, "Walk");

// Create subclip
const subclip = THREE.AnimationUtils.subclip(clip, "subclip", 0, 30, 30);

// Convert to additive
THREE.AnimationUtils.makeClipAdditive(clip);
THREE.AnimationUtils.makeClipAdditive(clip, 0, referenceClip);

// Clone clip
const clone = clip.clone();

// Get clip duration
clip.duration;

// Optimize clip (remove redundant keyframes)
clip.optimize();

// Reset clip to first frame
clip.resetDuration();

Procedural Animation Patterns

Smooth Damping

// Smooth follow/lerp
const target = new THREE.Vector3();
const current = new THREE.Vector3();
const velocity = new THREE.Vector3();

function smoothDamp(current, target, velocity, smoothTime, deltaTime) {
  const omega = 2 / smoothTime;
  const x = omega * deltaTime;
  const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
  const change = current.clone().sub(target);
  const temp = velocity
    .clone()
    .add(change.clone().multiplyScalar(omega))
    .multiplyScalar(deltaTime);
  velocity.sub(temp.clone().multiplyScalar(omega)).multiplyScalar(exp);
  return target.clone().add(change.add(temp).multiplyScalar(exp));
}

function animate() {
  current.copy(smoothDamp(current, target, velocity, 0.3, delta));
  mesh.position.copy(current);
}

Spring Physics

class Spring {
  constructor(stiffness = 100, damping = 10) {
    this.stiffness = stiffness;
    this.damping = damping;
    this.position = 0;
    this.velocity = 0;
    this.target = 0;
  }

  update(dt) {
    const force = -this.stiffness * (this.position - this.target);
    const dampingForce = -this.damping * this.velocity;
    this.velocity += (force + dampingForce) * dt;
    this.position += this.velocity * dt;
    return this.position;
  }
}

const spring = new Spring(100, 10);
spring.target = 1;

function animate() {
  mesh.position.y = spring.update(delta);
}

Oscillation

function animate() {
  const t = clock.getElapsedTime();

  // Sine wave
  mesh.position.y = Math.sin(t * 2) * 0.5;

  // Bouncing
  mesh.position.y = Math.abs(Math.sin(t * 3)) * 2;

  // Circular motion
  mesh.position.x = Math.cos(t) * 2;
  mesh.position.z = Math.sin(t) * 2;

  // Figure 8
  mesh.position.x = Math.sin(t) * 2;
  mesh.position.z = Math.sin(t * 2) * 1;
}

Performance Tips

  1. Share clips: Same AnimationClip can be used on multiple mixers
  2. Optimize clips: Call clip.optimize() to remove redundant keyframes
  3. Disable when off-screen: Stop mixer updates for invisible objects
  4. Use LOD for animations: Simpler rigs for distant characters
  5. Limit active mixers: Each mixer.update() has a cost
// Pause animation when not visible
mesh.onBeforeRender = () => {
  action.paused = false;
};

mesh.onAfterRender = () => {
  // Check if will be visible next frame
  if (!isInFrustum(mesh)) {
    action.paused = true;
  }
};

// Cache clips
const clipCache = new Map();
function getClip(name) {
  if (!clipCache.has(name)) {
    clipCache.set(name, loadClip(name));
  }
  return clipCache.get(name);
}

See Also

  • threejs-loaders - Loading animated GLTF models
  • threejs-fundamentals - Clock and animation loop
  • threejs-shaders - Vertex animation in shaders

Source: SKILL.md on GitHub

No rule matched.

skilld matched fixed text patterns in SKILL.md and file names. Patterns miss obfuscated code.

skilld run checks every file with the same patterns. It asks for approval before it loads a Skill with a behavior marked Needs approval.

No alerts25d5 checks · Risk SAFE
  • Gen Agent Trust Hub25d

    The skill provides guidance and JavaScript code snippets for managing animations within the Three.js 3D library. No security issues or malicious practices were identified during the analysis.

  • Socket25d

    No alerts

  • Snyk25d

    Risk: LOW · No issues

  • Runlayer7mo

    1/1 file flagged

  • ZeroLeaks5mo

    Score: 93/100 · 2 sections analyzed

Signed by skilld at b1c6230. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 days ago.

Steadyupdated 9 months ago

README badge

README badge for cloudai-x/threejs-skills/threejs-animation