/threejs-loaders
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-loaders --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/threejs-loaders
Context preview
The summary Claude sees to decide when to auto-load this skill.
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
SKILL.md
threejs-loaders.SKILL.mdname: threejs-loaders
description: Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js Loaders
Quick Start
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
// Load GLTF model
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
scene.add(gltf.scene);
});
// Load texture
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager();
// Callbacks
manager.onStart = (url, loaded, total) => {
console.log(`Started loading: ${url}`);
};
manager.onLoad = () => {
console.log("All assets loaded!");
startGame();
};
manager.onProgress = (url, loaded, total) => {
const progress = (loaded / total) * 100;
console.log(`Loading: ${progress.toFixed(1)}%`);
updateProgressBar(progress);
};
manager.onError = (url) => {
console.error(`Error loading: ${url}`);
};
// Use manager with loaders
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
// Load assets
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
// onLoad fires when ALL are completeTexture Loading
TextureLoader
const loader = new THREE.TextureLoader();
// Callback style
loader.load(
"texture.jpg",
(texture) => {
// onLoad
material.map = texture;
material.needsUpdate = true;
},
undefined, // onProgress - not supported for image loading
(error) => {
// onError
console.error("Error loading texture", error);
},
);
// Synchronous (returns texture, loads async)
const texture = loader.load("texture.jpg");
material.map = texture;Texture Configuration
const texture = loader.load("texture.jpg", (tex) => {
// Color space (important for color accuracy)
tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
// tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness)
// Wrapping
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
// ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
// Repeat/offset
tex.repeat.set(2, 2);
tex.offset.set(0.5, 0.5);
tex.rotation = Math.PI / 4;
tex.center.set(0.5, 0.5);
// Filtering
tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
tex.magFilter = THREE.LinearFilter; // Default
// NearestFilter - pixelated
// LinearFilter - smooth
// LinearMipmapLinearFilter - smooth with mipmaps
// Anisotropic filtering (sharper at angles)
tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Flip Y (usually true for standard textures)
tex.flipY = true;
tex.needsUpdate = true;
});CubeTextureLoader
For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader();
// Load 6 faces
const cubeTexture = loader.load([
"px.jpg",
"nx.jpg", // positive/negative X
"py.jpg",
"ny.jpg", // positive/negative Y
"pz.jpg",
"nz.jpg", // positive/negative Z
]);
// Use as background
scene.background = cubeTexture;
// Use as environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;
HDR/EXR Loading
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
import { EXRLoader } from "three/addons/loaders/EXRLoader.js";
// HDR
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
// EXR
const exrLoader = new EXRLoader();
exrLoader.load("environment.exr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
});PMREMGenerator
Generate prefiltered environment maps for PBR.
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});GLTF/GLB Loading
The most common 3D format for web.
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
// The loaded scene
const model = gltf.scene;
scene.add(model);
// Animations
const animations = gltf.animations;
if (animations.length > 0) {
const mixer = new THREE.AnimationMixer(model);
animations.forEach((clip) => {
mixer.clipAction(clip).play();
});
}
// Cameras (if any)
const cameras = gltf.cameras;
// Asset info
console.log(gltf.asset); // Version, generator, etc.
// User data from Blender/etc
console.log(gltf.userData);
});GLTF with Draco Compression
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js";
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath(
"https://www.gstatic.com/draco/versioned/decoders/1.5.6/",
);
dracoLoader.preload();
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
gltfLoader.load("compressed-model.glb", (gltf) => {
scene.add(gltf.scene);
});GLTF with KTX2 Textures
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath(
"https://cdn.jsdelivr.net/npm/three@0Read more
name: threejs-loaders description: Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js Loaders
Quick Start
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
// Load GLTF model
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
scene.add(gltf.scene);
});
// Load texture
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager();
// Callbacks
manager.onStart = (url, loaded, total) => {
console.log(`Started loading: ${url}`);
};
manager.onLoad = () => {
console.log("All assets loaded!");
startGame();
};
manager.onProgress = (url, loaded, total) => {
const progress = (loaded / total) * 100;
console.log(`Loading: ${progress.toFixed(1)}%`);
updateProgressBar(progress);
};
manager.onError = (url) => {
console.error(`Error loading: ${url}`);
};
// Use manager with loaders
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
// Load assets
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
// onLoad fires when ALL are completeTexture Loading
TextureLoader
const loader = new THREE.TextureLoader();
// Callback style
loader.load(
"texture.jpg",
(texture) => {
// onLoad
material.map = texture;
material.needsUpdate = true;
},
undefined, // onProgress - not supported for image loading
(error) => {
// onError
console.error("Error loading texture", error);
},
);
// Synchronous (returns texture, loads async)
const texture = loader.load("texture.jpg");
material.map = texture;Texture Configuration
const texture = loader.load("texture.jpg", (tex) => {
// Color space (important for color accuracy)
tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
// tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness)
// Wrapping
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
// ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
// Repeat/offset
tex.repeat.set(2, 2);
tex.offset.set(0.5, 0.5);
tex.rotation = Math.PI / 4;
tex.center.set(0.5, 0.5);
// Filtering
tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
tex.magFilter = THREE.LinearFilter; // Default
// NearestFilter - pixelated
// LinearFilter - smooth
// LinearMipmapLinearFilter - smooth with mipmaps
// Anisotropic filtering (sharper at angles)
tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Flip Y (usually true for standard textures)
tex.flipY = true;
tex.needsUpdate = true;
});CubeTextureLoader
For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader(); // Load 6 faces const cubeTexture = loader.load([ "px.jpg", "nx.jpg", // positive/negative X "py.jpg", "ny.jpg", // positive/negative Y "pz.jpg", "nz.jpg", // positive/negative Z ]); // Use as background scene.background = cubeTexture; // Use as environment map scene.environment = cubeTexture; material.envMap = cubeTexture;
HDR/EXR Loading
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
import { EXRLoader } from "three/addons/loaders/EXRLoader.js";
// HDR
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
// EXR
const exrLoader = new EXRLoader();
exrLoader.load("environment.exr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
});PMREMGenerator
Generate prefiltered environment maps for PBR.
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});GLTF/GLB Loading
The most common 3D format for web.
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
// The loaded scene
const model = gltf.scene;
scene.add(model);
// Animations
const animations = gltf.animations;
if (animations.length > 0) {
const mixer = new THREE.AnimationMixer(model);
animations.forEach((clip) => {
mixer.clipAction(clip).play();
});
}
// Cameras (if any)
const cameras = gltf.cameras;
// Asset info
console.log(gltf.asset); // Version, generator, etc.
// User data from Blender/etc
console.log(gltf.userData);
});GLTF with Draco Compression
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js";
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath(
"https://www.gstatic.com/draco/versioned/decoders/1.5.6/",
);
dracoLoader.preload();
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
gltfLoader.load("compressed-model.glb", (gltf) => {
scene.add(gltf.scene);
});GLTF with KTX2 Textures
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath(
"https://cdn.jsdelivr.net/npm/three@0A 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
Other skills on threejs-skills.
- /threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
Open skill - /threejs-fundamentals
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.
Open skill - /threejs-geometry
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
Open skill - /threejs-interaction
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Open skill - /threejs-lighting
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
Open skill - /threejs-materials
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
Open skill

