threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating…
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-fundamentals --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-fundamentalsContext preview
The summary Claude sees to decide when to auto-load this skill.
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
name: threejs-fundamentals description: Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
import * as THREE from "three";
// Create scene, camera, renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000,
);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Add a mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Add light
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
camera.position.z = 5;
// Animation loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
// Handle resize
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});Container for all 3D objects, lights, and cameras.
const scene = new THREE.Scene(); scene.background = new THREE.Color(0x000000); // Solid color scene.background = texture; // Skybox texture scene.background = cubeTexture; // Cubemap scene.environment = envMap; // Environment map for PBR scene.fog = new THREE.Fog(0xffffff, 1, 100); // Linear fog scene.fog = new THREE.FogExp2(0xffffff, 0.02); // Exponential fog
**PerspectiveCamera** - Most common, simulates human eye.
// PerspectiveCamera(fov, aspect, near, far) const camera = new THREE.PerspectiveCamera( 75, // Field of view (degrees) window.innerWidth / window.innerHeight, // Aspect ratio 0.1, // Near clipping plane 1000, // Far clipping plane ); camera.position.set(0, 5, 10); camera.lookAt(0, 0, 0); camera.updateProjectionMatrix(); // Call after changing fov, aspect, near, far
**OrthographicCamera** - No perspective distortion, good for 2D/isometric.
// OrthographicCamera(left, right, top, bottom, near, far) const aspect = window.innerWidth / window.innerHeight; const frustumSize = 10; const camera = new THREE.OrthographicCamera( (frustumSize * aspect) / -2, (frustumSize * aspect) / 2, frustumSize / 2, frustumSize / -2, 0.1, 1000, );
**ArrayCamera** - Multiple viewports with sub-cameras.
const cameras = [];
for (let i = 0; i < 4; i++) {
const subcamera = new THREE.PerspectiveCamera(40, 1, 0.1, 100);
subcamera.viewport = new THREE.Vector4(
Math.floor(i % 2) * 0.5,
Math.floor(i / 2) * 0.5,
0.5,
0.5,
);
cameras.push(subcamera);
}
const arrayCamera = new THREE.ArrayCamera(cameras);**CubeCamera** - Renders environment maps for reflections.
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256); const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget); scene.add(cubeCamera); // Use for reflections material.envMap = cubeRenderTarget.texture; // Update each frame (expensive!) cubeCamera.position.copy(reflectiveMesh.position); cubeCamera.update(renderer, scene);
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("#canvas"), // Optional existing canvas
antialias: true, // Smooth edges
alpha: true, // Transparent background
powerPreference: "high-performance", // GPU hint
preserveDrawingBuffer: true, // For screenshots
});
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// Tone mapping
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
// Color space (Three.js r152+)
renderer.outputColorSpace = THREE.SRGBColorSpace;
// Shadows
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Clear color
renderer.setClearColor(0x000000, 1);
// Render
renderer.render(scene, camera);Base class for all 3D objects. Mesh, Group, Light, Camera all extend Object3D.
const obj = new THREE.Object3D();
// Transform
obj.position.set(x, y, z);
obj.rotation.set(x, y, z); // Euler angles (radians)
obj.quaternion.set(x, y, z, w); // Quaternion rotation
obj.scale.set(x, y, z);
// Local vs World transforms
obj.getWorldPosition(targetVector);
obj.getWorldQuaternion(targetQuaternion);
obj.getWorldDirection(targetVector);
// Hierarchy
obj.add(child);
obj.remove(child);
obj.parent;
obj.children;
// Visibility
obj.visible = false;
// Layers (for selective rendering/raycasting)
obj.layers.set(1);
obj.layers.enable(2);
obj.layers.disable(0);
// Traverse hierarchy
obj.traverse((child) => {
if (child.isMesh) child.material.color.set(0xff0000);
});
// Matrix updates
obj.matrixAutoUpdate = true; // Default: auto-update matrices
obj.updateMatrix(); // Manual matrix update
obj.updateMatrixWorld(true); // Update world matrix recursivelyEmpty container for organizing objects.
const group = new THREE.Group(); group.add(mesh1); group.add(mesh2); scene.add(group); // Transform entire group group.position.x = 5; group.rotation.y = Math.PI / 4;
Combines geometry and material.
const mesh = new THREE.Mesh(geometry, material); // Multiple materials (one per geometry group) const mesh = new THREE.Mesh(geometry, [material1, material2]); // Useful properties mesh.geometry; mesh.materia
A curated collection of Three.js skill files that provide Claude Code with foundational knowledge for creating 3D elements and interactive experiences.
Repo: cloudai-x/threejs-skills
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating…
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom…
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera…
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or…