threejs-animation
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.
Best use case
threejs-animation is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. 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.
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.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "threejs-animation" skill to help with this workflow task. Context: 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.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-animation/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-animation Compares
| Feature / Agent | threejs-animation | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
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.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
## 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](examples/workflow-mixer-action.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Animation (index) | https://threejs.org/docs/#Animation | | Action | https://threejs.org/docs/AnimationAction.html | | Mixer | https://threejs.org/docs/AnimationMixer.html | | Clip | https://threejs.org/docs/AnimationClip.html | | Tracks | https://threejs.org/docs/KeyframeTrack.html | More: [references/official-sections.md](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](https://threejs.org/docs/#Animation) section of the [docs index](https://threejs.org/docs/) 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](https://threejs.org/docs/AnimationAction.html)). 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 - https://threejs.org/docs/#Animation - https://threejs.org/docs/AnimationMixer.html - https://threejs.org/docs/AnimationAction.html - https://threejs.org/docs/PropertyBinding.html ## 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
Related Skills
threejs-webxr
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
threejs-objects
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.
threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
threejs-math
three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Euler, Color, Box2/Box3, Sphere, Plane, Ray, Line3, Triangle, Frustum, Cylindrical/Spherical coords, MathUtils, and Interpolant base classes; addon math utilities such as OBB, Octree, Capsule, ConvexHull, MeshSurfaceSampler. Use for transforms, intersection tests, and spatial queries; for keyframe interpolation tied to AnimationMixer use threejs-animation; for picking implementation use threejs-objects with Raycaster.
threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
threejs-helpers
Debug and visualization helpers in three.js Core Helpers (AxesHelper, GridHelper, CameraHelper, light helpers, SkeletonHelper, bounding box helpers, PlaneHelper, PolarGridHelper, ArrowHelper) and Addons Helpers (VertexNormalsHelper, VertexTangentsHelper, RectAreaLightHelper, LightProbeHelper, ViewHelper, OctreeHelper, TextureHelper, PositionalAudioHelper, AnimationPathHelper, RapierHelper). Use only for development and editor overlays—not for shipping art; for gizmo-style manipulation use threejs-controls.