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Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer,
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loading --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-gltf-loadingContext preview
The summary Claude sees to decide when to auto-load this skill.
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer,
name: threejs-gltf-loading description: > Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.
Load `.gltf`/`.glb` models and play their animations in three.js, including compressed geometry (DRACO/Meshopt) and textures (KTX2). Patterns target **r184**; preserve an existing project's pinned release unless migration is requested.
play baked/skinned animation clips with an `AnimationMixer`.
`DRACOLoader` / `KTX2Loader` from `three/addons/loaders/...`.
**When *not* to use:** creating the renderer/camera/loop → `threejs-scene-setup`. Tuning surface look, lights, or shadows on the loaded model → `threejs-materials-lighting`. Authoring/exporting the model itself (Blender) is out of scope; prefer glTF over OBJ/FBX for runtime.
1. **Why glTF.** It's a transmission format: binary vertex data, PBR materials, and animations are ready to render with minimal parsing. Prefer it over OBJ (no scene graph, no animation) and FBX (heavy) for the web. 2. **Load with `GLTFLoader`.** `loader.load(url, onLoad, onProgress, onError)`. The result `gltf` has `gltf.scene` (the `Object3D` root), `gltf.animations` (`AnimationClip[]`), `gltf.cameras`, and `gltf.asset`. 3. **Add `gltf.scene` to your scene** and frame it. Inspect the hierarchy with `traverse` / `getObjectByName` to find the parts you'll control. 4. **Play animations with an `AnimationMixer`.** One mixer per animated root; `mixer.clipAction(clip).play()`; advance with `mixer.update(delta)` every frame. 5. **Decode compressed assets.** Attach a `DRACOLoader` (and/or `KTX2Loader` + Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files. 6. **Verify what loaded** — log the scene graph and `gltf.animations`, and confirm the model is visible (right scale, lit) and the clip actually plays.
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
loader.load(
'assets/robot.glb',
(gltf) => {
const root = gltf.scene;
scene.add(root);
// Inspect: gltf.animations is an array of AnimationClip.
console.log('clips:', gltf.animations.map((c) => c.name));
},
(event) => console.log(`${(event.loaded / event.total) * 100}% loaded`),
(error) => console.error('glTF load failed:', error)
);import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let mixer; // declare outside so the loop can see it
const clock = new THREE.Clock();
new GLTFLoader().load('assets/character.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene); // one mixer per animated root
const clip = THREE.AnimationClip.findByName(gltf.animations, 'Run')
?? gltf.animations[0];
mixer.clipAction(clip).play();
});
renderer.setAnimationLoop(() => {
const dt = clock.getDelta();
if (mixer) mixer.update(dt); // advance the animation by real seconds
renderer.render(scene, camera);
});const actions = {};
mixer = new THREE.AnimationMixer(gltf.scene);
for (const clip of gltf.animations) {
actions[clip.name] = mixer.clipAction(clip);
}
actions['Idle'].play();
function transitionTo(name, duration = 0.3) {
const next = actions[name];
next.reset().play();
for (const [n, action] of Object.entries(actions)) {
if (n !== name) action.crossFadeTo(next, duration, false);
}
}import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const draco = new DRACOLoader();
// Point at the decoder files you ship (or a pinned CDN copy of the same version).
draco.setDecoderPath('https://cdn.jsdelivr.net/npm/three@0.184.0/examples/jsm/libs/draco/');
const loader = new GLTFLoader();
loader.setDRACOLoader(draco);
loader.load('assets/city-draco.glb', (gltf) => scene.add(gltf.scene));new GLTFLoader().load('assets/car.glb', (gltf) => {
scene.add(gltf.scene);
const wheels = [];
gltf.scene.traverse((node) => {
if (node.name.startsWith('Wheel')) wheels.push(node);
});
renderer.setAnimationLoop(() => {
const dt = clock.getDelta();
for (const w of wheels) w.rotation.x += dt * 4;
renderer.render(scene, camera);
});
});light or environment. Add a light or `scene.environment` (see `threejs-materials-lighting`), and check scale — glTF is in metres, so a 0.01-scaled asset is tiny.
outside and assign them in the callback, or use `await loader.loadAsync(url)`.
passed milliseconds instead of seconds (use `clock.getDelta()`), or you forgot `action.play()`.
mismatched. `setDecoderPath`/`setTranscoderPath` must point at files matching your three.js version.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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