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.

261 stars

Best use case

threejs-loaders 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 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.

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.

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-loaders" skill to help with this workflow task. Context: 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.

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

$curl -o ~/.claude/skills/threejs-loaders/SKILL.md --create-dirs "https://raw.githubusercontent.com/partme-ai/full-stack-skills/main/skills/threejs-skills/threejs-loaders/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/threejs-loaders/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How threejs-loaders Compares

Feature / Agentthreejs-loadersStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

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.

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:**

- `GLTFLoader`, `DRACOLoader`, `KTX2Loader`, `FBXLoader`, `OBJLoader`, progress and error handling
- `LoadingManager` for global progress, `Cache` for HTTP caching control
- Export: `GLTFExporter`, `OBJExporter`, HDR/KTX2 export pipelines
- IES, UltraHDR, or domain-specific loaders listed under Addons Loaders in docs

**IMPORTANT: loaders vs textures**

- **threejs-loaders** = fetch/decode/parse files into three objects.
- **threejs-textures** = `Texture`/`DataTexture` parameters, sampling, PMREM after you already have image buffers.

**IMPORTANT: loaders vs dev-setup**

- Import path issues belong to **threejs-dev-setup**; this skill assumes imports resolve.

**Trigger phrases include:**

- "GLTFLoader", "DRACO", "KTX2", "LoadingManager", "export gltf"
- "加载模型", "导出", "进度条"

## How to use this skill

1. **Pick loader** by format; prefer glTF for PBR interchange when possible.
2. **Wire LoadingManager** for multi-asset batches; surface `onStart`/`onLoad`/`onProgress`/`onError`.
3. **glTF + Draco**: instantiate `DRACOLoader`, set decoder path, attach to `GLTFLoader.setDRACOLoader` per current docs.
4. **glTF + KTX2**: configure `KTX2Loader` with transcoder path and connect to `GLTFLoader` when using Basis textures.
5. **Export**: use `GLTFExporter` with options matching round-trip needs; note large scenes and binary vs JSON.
6. **Security**: only load user URLs with validation; mention CORS for cross-origin assets.
7. **After load**: traverse scene for materials/meshes—hand off material tuning to **threejs-materials**.

See [examples/workflow-gltf-draco.md](examples/workflow-gltf-draco.md).

## Doc map (official)

| Docs section | Representative links |
|--------------|----------------------|
| Core Loaders | https://threejs.org/docs/LoadingManager.html |
| Core Loaders | https://threejs.org/docs/GLTFLoader.html |
| Addons Exporters | https://threejs.org/docs/GLTFExporter.html |
| Addons Loaders | https://threejs.org/docs/DRACOLoader.html |

Extended list: [references/official-sections.md](references/official-sections.md).

## Scope

- **In scope:** Loader and exporter classes, manager/cache, format choice, plugin wiring for Draco/KTX2, export basics.
- **Out of scope:** Server-side transcoding pipelines; physics or game engine asset tooling outside three docs.

## Common pitfalls and best practices

- Draco/KTX2 **decoder paths** must match deployed files; broken paths fail silently until onError surfaces.
- Duplicate texture instances after merge—consider `renderer.initTexture` implications when cloning materials.
- Exporters may not round-trip custom shaders; document limitations.
- Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks.

## Documentation and version

Loader and exporter APIs (especially `GLTFLoader` + `DRACOLoader` / `KTX2Loader` wiring) change between three.js versions. Follow [Loaders](https://threejs.org/docs/#Loaders) and **Addons → Loaders / Exporters** in [three.js docs](https://threejs.org/docs/); decoder WASM paths are deployment-specific, not library-version alone.

## Agent response checklist

When answering under this skill, prefer responses that:

1. Link `LoadingManager`, `GLTFLoader`, or the relevant format page on https://threejs.org/docs/.
2. Separate **loading** (this skill) from **texture/material tuning** after decode (**threejs-textures**, **threejs-materials**).
3. Document Draco/KTX2 **decoder path** and CORS when assets fail silently.
4. Mention exporter limitations (custom shaders, extensions) honestly.
5. Encourage `dispose()` when replacing entire loaded scenes.

## References

- https://threejs.org/docs/#Loaders
- https://threejs.org/docs/LoadingManager.html
- https://threejs.org/docs/GLTFLoader.html
- https://threejs.org/docs/GLTFExporter.html

## Keywords

**English:** gltf, gltfloader, dracoloader, ktx2, loadingmanager, cache, exporter, asset pipeline, three.js

**中文:** GLTFLoader、加载器、Draco、KTX2、导出、资源、进度、three.js

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