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/threejs-procedural-animation

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and

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threejs-awesome-graphics-agent-skills
91124 skills
Install
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-procedural-animation --agent claude-code

How 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-procedural-animation

Context preview

The summary Claude sees to decide when to auto-load this skill.

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and

SKILL.md

threejs-procedural-animation.SKILL.md
name: threejs-procedural-animation
description: Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

Procedural Animation

Animate semantic state, not unrelated transform curves. Define phases, coordinate frames, velocities, and ownership before writing per-frame updates.

Build order

1. Define the timeline phases and event boundaries. 2. Choose the frame for each motion: world, subject local, orbital radial, docking axis, or camera shot. 3. Derive target position/orientation from that frame. 4. Use analytic kinematics for authored travel and springs for responsive convergence. 5. Preserve world transforms when detaching children from a hierarchy. 6. Separate translation, alignment, spin, and secondary debris state. 7. Clamp integration delta and reset every state variable on replay/disposal.

Read [references/procedural-motion-and-docking-systems.md](references/procedural-motion-and-docking-systems.md) for the launch, staging, docking, debris, spring, quaternion, and frame-rate-independent response implementations.

Non-negotiable rules

  • Use elapsed seconds and `deltaSeconds`; do not make motion frame-count based.
  • Derive orientation from direction/frame, then apply roll or spin as a

separate quaternion.

  • Decompose docking error into axial and radial components.
  • Switch from spring convergence to an exact terminal pose at the end of a

sequence.

  • When reparenting an animated object, capture world position, quaternion, and

scale before removal.

  • Use seeded randomness when motion must be reproducible.
  • Keep visual shake in a bounded envelope and separate it from trajectory.

Routing boundary

Use `$threejs-camera-direction` for shot composition and camera handoffs. Use `$threejs-procedural-vfx` when the deliverable is primarily plasma, sparks, or effect pooling rather than object transform motion.

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