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Three.js Animation

Free

Efficiently animate 3D objects with Three.js.

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Free · Opens the source repo

What Three.js Animation does

Three.js Animation is a skill designed for developers looking to implement animations within their 3D scenes using the Three.js library. This skill covers essential components of the Three.js animation system, including AnimationClips, AnimationMixers, and AnimationActions. It provides clear examples of how to create and manipulate animations, making it a valuable resource for both beginners and experienced developers alike.

The skill begins with a quick start guide, demonstrating how to create simple procedural animations using a clock to manage time. It then delves into the details of the animation system, explaining how to create AnimationClips that store keyframe data, which can be played back using AnimationMixers. Developers can learn how to control playback with AnimationActions, allowing for sophisticated animation management such as blending and looping.

In addition to basic animations, this skill also covers advanced topics like skeletal animations and loading GLTF animations, which are common in modern 3D applications. The provided code snippets illustrate how to access skeletons, manipulate bones, and utilize various keyframe track types, enabling developers to create dynamic and engaging animated experiences in their applications.

Whether you are building a game, a simulation, or any interactive 3D experience, this skill equips you with the knowledge to effectively animate objects and characters, enhancing the overall user experience.

When to use it

Use this skill when you need to implement animations in a Three.js project, whether for keyframe, skeletal, or procedural animations.

When not to use it

This skill may not be suitable for projects that do not require 3D animations or for developers using libraries other than Three.js.

What you can build with it

Creating a Simple Animation

Use the provided procedural animation example to rotate and move a mesh in a Three.js scene.

Implementing Skeletal Animation

Load a GLTF model with skeletal animations and control the playback of its animations using AnimationMixers.

Blending Animations

Combine multiple animations using AnimationActions to create smooth transitions between different states.

How to install Three.js Animation

View source

1. Install with the skills CLI

npx skills add calesthio/openmontage/threejs-animation --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by calesthio

Three.js Animation

Quick Start

import * as THREE from "three";

// Simple procedural animation
const clock = new THREE.Clock();

function animate() {
  const delta = clock.getDelta();
  const elapsed = clock.getElapsedTime();

  mesh.rotation.y += delta;
  mesh.position.y = Math.sin(elapsed) * 0.5;

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}
animate();

Animation System Overview

Three.js animation system has three main components:

  1. AnimationClip - Container for keyframe data
  2. AnimationMixer - Plays animations on a root object
  3. AnimationAction - Controls playback of a clip

AnimationClip

Stores keyframe animation data.

// Create animation clip
const times = [0, 1, 2]; // Keyframe times (seconds)
const values = [0, 1, 0]; // Values at each keyframe

const track = new THREE.NumberKeyframeTrack(
  ".position[y]", // Property path
  times,
  values,
);

const clip = new THREE.AnimationClip("bounce", 2, [track]);

KeyframeTrack Types

// Number track (single value)
new THREE.NumberKeyframeTrack(".opacity", times, [1, 0]);
new THREE.NumberKeyframeTrack(".material.opacity", times, [1, 0]);

// Vector track (position, scale)
new THREE.VectorKeyframeTrack(".position", times, [
  0,
  0,
  0, // t=0
  1,
  2,
  0, // t=1
  0,
  0,
  0, // t=2
]);

// Quaternion track (rotation)
const q1 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0));
const q2 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, Math.PI, 0));
new THREE.QuaternionKeyframeTrack(
  ".quaternion",
  [0, 1],
  [q1.x, q1.y, q1.z, q1.w, q2.x, q2.y, q2.z, q2.w],
);

// Color track
new THREE.ColorKeyframeTrack(".material.color", times, [
  1,
  0,
  0, // red
  0,
  1,
  0, // green
  0,
  0,
  1, // blue
]);

// Boolean track
new THREE.BooleanKeyframeTrack(".visible", [0, 0.5, 1], [true, false, true]);

// String track (for morph targets)
new THREE.StringKeyframeTrack(
  ".morphTargetInfluences[smile]",
  [0, 1],
  ["0", "1"],
);

Interpolation Modes

const track = new THREE.VectorKeyframeTrack(".position", times, values);

// Interpolation
track.setInterpolation(THREE.InterpolateLinear); // Default
track.setInterpolation(THREE.InterpolateSmooth); // Cubic spline
track.setInterpolation(THREE.InterpolateDiscrete); // Step function

AnimationMixer

Plays animations on an object and its descendants.

const mixer = new THREE.AnimationMixer(model);

// Create action from clip
const action = mixer.clipAction(clip);
action.play();

// Update in animation loop
function animate() {
  const delta = clock.getDelta();
  mixer.update(delta); // Required!

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

Mixer Events

mixer.addEventListener("finished", (e) => {
  console.log("Animation finished:", e.action.getClip().name);
});

mixer.addEventListener("loop", (e) => {
  console.log("Animation looped:", e.action.getClip().name);
});

AnimationAction

Controls playback of an animation clip.

const action = mixer.clipAction(clip);

// Playback control
action.play();
action.stop();
action.reset();
action.halt(fadeOutDuration);

// Playback state
action.isRunning();
action.isScheduled();

// Time control
action.time = 0.5; // Current time
action.timeScale = 1; // Playback speed (negative = reverse)
action.paused = false;

// Weight (for blending)
action.weight = 1; // 0-1, contribution to final pose
action.setEffectiveWeight(1);

// Loop modes
action.loop = THREE.LoopRepeat; // Default: loop forever
action.loop = THREE.LoopOnce; // Play once and stop
action.loop = THREE.LoopPingPong; // Alternate forward/backward
action.repetitions = 3; // Number of loops (Infinity default)

// Clamping
action.clampWhenFinished = true; // Hold last frame when done

// Blending
action.blendMode = THREE.NormalAnimationBlendMode;
action.blendMode = THREE.AdditiveAnimationBlendMode;

Fade In/Out

// Fade in
action.reset().fadeIn(0.5).play();

// Fade out
action.fadeOut(0.5);

// Crossfade between animations
const action1 = mixer.clipAction(clip1);
const action2 = mixer.clipAction(clip2);

action1.play();

// Later, crossfade to action2
action1.crossFadeTo(action2, 0.5, true);
action2.play();

Loading GLTF Animations

Most common source of skeletal animations.

import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";

const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
  const model = gltf.scene;
  scene.add(model);

  // Create mixer
  const mixer = new THREE.AnimationMixer(model);

  // Get all clips
  const clips = gltf.animations;
  console.log(
    "Available animations:",
    clips.map((c) => c.name),
  );

  // Play first animation
  if (clips.length > 0) {
    const action = mixer.clipAction(clips[0]);
    action.play();
  }

  // Play specific animation by name
  const walkClip = THREE.AnimationClip.findByName(clips, "Walk");
  if (walkClip) {
    mixer.clipAction(walkClip).play();
  }

  // Store mixer for update loop
  window.mixer = mixer;
});

// Animation loop
function animate() {
  const delta = clock.getDelta();
  if (window.mixer) window.mixer.update(delta);

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

Skeletal Animation

Skeleton and Bones

// Access skeleton from skinned mesh
const skinnedMesh = model.getObjectByProperty("type", "SkinnedMesh");
const skeleton = skinnedMesh.skeleton;

// Access bones
skeleton.bones.forEach((bone) => {
  console.log(bone.name, bone.position, bone.rotation);
});

// Find specific bone by name
const headBone = skeleton.bones.find((b) => b.name === "Head");
if (headBone) headBone.rotation.y = Math.PI / 4; // Turn head

// Skeleton helper
const helper = new THREE.SkeletonHelper(model);
scene.add(helper);

Programmatic Bone Animation

function animate() {
  const time = clock.getElapsedTime();

  // Animate bone
  const headBone = skeleton.bones.find((b) => b.name === "Head");
  if (headBone) {
    headBone.rotation.y = Math.sin(time) * 0.3;
  }

  // Update mixer if also playing clips
  mixer.update(clock.getDelta());
}

Bone Attachments

// Attach object to bone
const weapon = new THREE.Mesh(weaponGeometry, weaponMaterial);
const handBone = skeleton.bones.find((b) => b.name === "RightHand");
if (handBone) handBone.add(weapon);

// Offset attachment
weapon.position.set(0, 0, 0.5);
weapon.rotation.set(0, Math.PI / 2, 0);

Morph Targets

Blend between different mesh shapes.

// Morph targets are stored in geometry
const geometry = mesh.geometry;
console.log("Morph attributes:", Object.keys(geometry.morphAttributes));

// Access morph target influences
mesh.morphTargetInfluences; // Array of weights
mesh.morphTargetDictionary; // Name -> index mapping

// Set morph target by index
mesh.morphTargetInfluences[0] = 0.5;

// Set by name
const smileIndex = mesh.morphTargetDictionary["smile"];
mesh.morphTargetInfluences[smileIndex] = 1;

Animating Morph Targets

// Procedural
function animate() {
  const t = clock.getElapsedTime();
  mesh.morphTargetInfluences[0] = (Math.sin(t) + 1) / 2;
}

// With keyframe animation
const track = new THREE.NumberKeyframeTrack(
  ".morphTargetInfluences[smile]",
  [0, 0.5, 1],
  [0, 1, 0],
);
const clip = new THREE.AnimationClip("smile", 1, [track]);
mixer.clipAction(clip).play();

Animation Blending

Mix multiple animations together.

// Setup actions
const idleAction = mixer.clipAction(idleClip);
const walkAction = mixer.clipAction(walkClip);
const runAction = mixer.clipAction(runClip);

// Play all with different weights
idleAction.play();
walkAction.play();
runAction.play();

// Set initial weights
idleAction.setEffectiveWeight(1);
walkAction.setEffectiveWeight(0);
runAction.setEffectiveWeight(0);

// Blend based on speed
function updateAnimations(speed) {
  if (speed < 0.1) {
    idleAction.setEffectiveWeight(1);
    walkAction.setEffectiveWeight(0);
    runAction.setEffectiveWeight(0);
  } else if (speed < 5) {
    const t = speed / 5;
    idleAction.setEffectiveWeight(1 - t);
    walkAction.setEffectiveWeight(t);
    runAction.setEffectiveWeight(0);
  } else {
    const t = Math.min((speed - 5) / 5, 1);
    idleAction.setEffectiveWeight(0);
    walkAction.setEffectiveWeight(1 - t);
    runAction.setEffectiveWeight(t);
  }
}

Additive Blending

// Base pose
const baseAction = mixer.clipAction(baseClip);
baseAction.play();

// Additive layer (e.g., breathing)
const additiveAction = mixer.clipAction(additiveClip);
additiveAction.blendMode = THREE.AdditiveAnimationBlendMode;
additiveAction.play();

// Convert clip to additive
THREE.AnimationUtils.makeClipAdditive(additiveClip);

Animation Utilities

import * as THREE from "three";

// Find clip by name
const clip = THREE.AnimationClip.findByName(clips, "Walk");

// Create subclip
const subclip = THREE.AnimationUtils.subclip(clip, "subclip", 0, 30, 30);

// Convert to additive
THREE.AnimationUtils.makeClipAdditive(clip);
THREE.AnimationUtils.makeClipAdditive(clip, 0, referenceClip);

// Clone clip
const clone = clip.clone();

// Get clip duration
clip.duration;

// Optimize clip (remove redundant keyframes)
clip.optimize();

// Reset clip to first frame
clip.resetDuration();

Procedural Animation Patterns

Smooth Damping

// Smooth follow/lerp
const target = new THREE.Vector3();
const current = new THREE.Vector3();
const velocity = new THREE.Vector3();

function smoothDamp(current, target, velocity, smoothTime, deltaTime) {
  const omega = 2 / smoothTime;
  const x = omega * deltaTime;
  const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
  const change = current.clone().sub(target);
  const temp = velocity
    .clone()
    .add(change.clone().multiplyScalar(omega))
    .multiplyScalar(deltaTime);
  velocity.sub(temp.clone().multiplyScalar(omega)).multiplyScalar(exp);
  return target.clone().add(change.add(temp).multiplyScalar(exp));
}

function animate() {
  current.copy(smoothDamp(current, target, velocity, 0.3, delta));
  mesh.position.copy(current);
}

Spring Physics

class Spring {
  constructor(stiffness = 100, damping = 10) {
    this.stiffness = stiffness;
    this.damping = damping;
    this.position = 0;
    this.velocity = 0;
    this.target = 0;
  }

  update(dt) {
    const force = -this.stiffness * (this.position - this.target);
    const dampingForce = -this.damping * this.velocity;
    this.velocity += (force + dampingForce) * dt;
    this.position += this.velocity * dt;
    return this.position;
  }
}

const spring = new Spring(100, 10);
spring.target = 1;

function animate() {
  mesh.position.y = spring.update(delta);
}

Oscillation

function animate() {
  const t = clock.getElapsedTime();

  // Sine wave
  mesh.position.y = Math.sin(t * 2) * 0.5;

  // Bouncing
  mesh.position.y = Math.abs(Math.sin(t * 3)) * 2;

  // Circular motion
  mesh.position.x = Math.cos(t) * 2;
  mesh.position.z = Math.sin(t) * 2;

  // Figure 8
  mesh.position.x = Math.sin(t) * 2;
  mesh.position.z = Math.sin(t * 2) * 1;
}

Performance Tips

  1. Share clips: Same AnimationClip can be used on multiple mixers
  2. Optimize clips: Call clip.optimize() to remove redundant keyframes
  3. Disable when off-screen: Stop mixer updates for invisible objects
  4. Use LOD for animations: Simpler rigs for distant characters
  5. Limit active mixers: Each mixer.update() has a cost
// Pause animation when not visible
mesh.onBeforeRender = () => {
  action.paused = false;
};

mesh.onAfterRender = () => {
  // Check if will be visible next frame
  if (!isInFrustum(mesh)) {
    action.paused = true;
  }
};

// Cache clips
const clipCache = new Map();
function getClip(name) {
  if (!clipCache.has(name)) {
    clipCache.set(name, loadClip(name));
  }
  return clipCache.get(name);
}

See Also

  • threejs-loaders - Loading animated GLTF models
  • threejs-fundamentals - Clock and animation loop
  • threejs-shaders - Vertex animation in shaders

Frequently asked questions about Three.js Animation

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