Marketplace threejs-skills
Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
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skills/sickn33/threejs-skills/SKILL.mdThree.js Skills
Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.
When to Use
- Requests 3D visualizations or graphics ("create a 3D model", "show in 3D")
- Wants interactive 3D experiences ("rotating cube", "explorable scene")
- Needs WebGL or canvas-based rendering
- Asks for animations, particles, or visual effects
- Mentions Three.js, WebGL, or 3D rendering
- Wants to visualize data in 3D space
Core Setup Pattern
1. Essential Three.js Imports
Always use the correct CDN version (r128):
import * as THREE from "https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js";
CRITICAL: Do NOT use example imports like
THREE.OrbitControls - they won't work on the CDN.
2. Scene Initialization
Every Three.js artifact needs these core components:
// Scene - contains all 3D objects const scene = new THREE.Scene(); // Camera - defines viewing perspective const camera = new THREE.PerspectiveCamera( 75, // Field of view window.innerWidth / window.innerHeight, // Aspect ratio 0.1, // Near clipping plane 1000, // Far clipping plane ); camera.position.z = 5; // Renderer - draws the scene const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement);
3. Animation Loop
Use requestAnimationFrame for smooth rendering:
function animate() { requestAnimationFrame(animate); // Update object transformations here mesh.rotation.x += 0.01; mesh.rotation.y += 0.01; renderer.render(scene, camera); } animate();
Systematic Development Process
1. Define the Scene
Start by identifying:
- What objects need to be rendered
- Camera position and field of view
- Lighting setup required
- Interaction model (static, rotating, user-controlled)
2. Build Geometry
Choose appropriate geometry types:
Basic Shapes:
- cubes, rectangular prismsBoxGeometry
- spheres, planetsSphereGeometry
- cylinders, tubesCylinderGeometry
- flat surfaces, ground planesPlaneGeometry
- donuts, ringsTorusGeometry
IMPORTANT: Do NOT use
CapsuleGeometry (introduced in r142, not available in r128)
Alternatives for capsules:
- Combine
+ 2CylinderGeometrySphereGeometry - Use
with adjusted parametersSphereGeometry - Create custom geometry with vertices
3. Apply Materials
Choose materials based on visual needs:
Common Materials:
- unlit, flat colors (no lighting needed)MeshBasicMaterial
- physically-based, realistic (needs lighting)MeshStandardMaterial
- shiny surfaces with specular highlightsMeshPhongMaterial
- matte surfaces, diffuse reflectionMeshLambertMaterial
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00, metalness: 0.5, roughness: 0.5, });
4. Add Lighting
If using lit materials (Standard, Phong, Lambert), add lights:
// Ambient light - general illumination const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambientLight); // Directional light - like sunlight const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); directionalLight.position.set(5, 5, 5); scene.add(directionalLight);
Skip lighting if using
MeshBasicMaterial - it's unlit by design.
5. Handle Responsiveness
Always add window resize handling:
window.addEventListener("resize", () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); });
Common Patterns
Rotating Object
function animate() { requestAnimationFrame(animate); mesh.rotation.x += 0.01; mesh.rotation.y += 0.01; renderer.render(scene, camera); }
Custom Camera Controls (OrbitControls Alternative)
Since
THREE.OrbitControls isn't available on CDN, implement custom controls:
let isDragging = false; let previousMousePosition = { x: 0, y: 0 }; renderer.domElement.addEventListener("mousedown", () => { isDragging = true; }); renderer.domElement.addEventListener("mouseup", () => { isDragging = false; }); renderer.domElement.addEventListener("mousemove", (event) => { if (isDragging) { const deltaX = event.clientX - previousMousePosition.x; const deltaY = event.clientY - previousMousePosition.y; // Rotate camera around scene const rotationSpeed = 0.005; camera.position.x += deltaX * rotationSpeed; camera.position.y -= deltaY * rotationSpeed; camera.lookAt(scene.position); } previousMousePosition = { x: event.clientX, y: event.clientY }; }); // Zoom with mouse wheel renderer.domElement.addEventListener("wheel", (event) => { event.preventDefault(); camera.position.z += event.deltaY * 0.01; camera.position.z = Math.max(2, Math.min(20, camera.position.z)); // Clamp });
Raycasting for Object Selection
Detect mouse clicks and hovers on 3D objects:
const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); const clickableObjects = []; // Array of meshes that can be clicked // Update mouse position window.addEventListener("mousemove", (event) => { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; }); // Detect clicks window.addEventListener("click", () => { raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(clickableObjects); if (intersects.length > 0) { const clickedObject = intersects[0].object; // Handle click - change color, scale, etc. clickedObject.material.color.set(0xff0000); } }); // Hover effect in animation loop function animate() { requestAnimationFrame(animate); raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(clickableObjects); // Reset all objects clickableObjects.forEach((obj) => { obj.scale.set(1, 1, 1); }); // Highlight hovered object if (intersects.length > 0) { intersects[0].object.scale.set(1.2, 1.2, 1.2); document.body.style.cursor = "pointer"; } else { document.body.style.cursor = "default"; } renderer.render(scene, camera); }
Particle System
const particlesGeometry = new THREE.BufferGeometry(); const particlesCount = 1000; const posArray = new Float32Array(particlesCount * 3); for (let i = 0; i < particlesCount * 3; i++) { posArray[i] = (Math.random() - 0.5) * 10; } particlesGeometry.setAttribute( "position", new THREE.BufferAttribute(posArray, 3), ); const particlesMaterial = new THREE.PointsMaterial({ size: 0.02, color: 0xffffff, }); const particlesMesh = new THREE.Points(particlesGeometry, particlesMaterial); scene.add(particlesMesh);
User Interaction (Mouse Movement)
let mouseX = 0; let mouseY = 0; document.addEventListener("mousemove", (event) => { mouseX = (event.clientX / window.innerWidth) * 2 - 1; mouseY = -(event.clientY / window.innerHeight) * 2 + 1; }); function animate() { requestAnimationFrame(animate); camera.position.x = mouseX * 2; camera.position.y = mouseY * 2; camera.lookAt(scene.position); renderer.render(scene, camera); }
Loading Textures
const textureLoader = new THREE.TextureLoader(); const texture = textureLoader.load("texture-url.jpg"); const material = new THREE.MeshStandardMaterial({ map: texture, });
Best Practices
Performance
- Reuse geometries and materials when creating multiple similar objects
- Use
for custom shapes (more efficient)BufferGeometry - Limit particle counts to maintain 60fps (start with 1000-5000)
- Dispose of resources when removing objects:
geometry.dispose(); material.dispose(); texture.dispose();
Visual Quality
- Always set
on renderer for smooth edgesantialias: true - Use appropriate camera FOV (45-75 degrees typical)
- Position lights thoughtfully - avoid overlapping multiple bright lights
- Add ambient + directional lighting for realistic scenes
Code Organization
- Initialize scene, camera, renderer at the top
- Group related objects (e.g., all particles in one group)
- Keep animation logic in the animate function
- Separate object creation into functions for complex scenes
Common Pitfalls to Avoid
- ❌ Using
- not available on CDNTHREE.OrbitControls - ❌ Using
- requires r142+THREE.CapsuleGeometry - ❌ Forgetting to add objects to scene with
scene.add() - ❌ Using lit materials without adding lights
- ❌ Not handling window resize
- ❌ Forgetting to call
in animation looprenderer.render()
Example Workflow
User: "Create an interactive 3D sphere that responds to mouse movement"
- Setup: Import Three.js (r128), create scene/camera/renderer
- Geometry: Create
for smooth sphereSphereGeometry(1, 32, 32) - Material: Use
for realistic lookMeshStandardMaterial - Lighting: Add ambient + directional lights
- Interaction: Track mouse position, update camera
- Animation: Rotate sphere, render continuously
- Responsive: Add window resize handler
- Result: Smooth, interactive 3D sphere ✓
Troubleshooting
Black screen / Nothing renders:
- Check if objects added to scene
- Verify camera position isn't inside objects
- Ensure renderer.render() is called
- Add lights if using lit materials
Poor performance:
- Reduce particle count
- Lower geometry detail (segments)
- Reuse materials/geometries
- Check browser console for errors
Objects not visible:
- Check object position vs camera position
- Verify material has visible color/properties
- Ensure camera far plane includes objects
- Add lighting if needed
Advanced Techniques
Visual Polish for Portfolio-Grade Rendering
Shadows:
// Enable shadows on renderer renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows // Light that casts shadows const directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(5, 10, 5); directionalLight.castShadow = true; // Configure shadow quality directionalLight.shadow.mapSize.width = 2048; directionalLight.shadow.mapSize.height = 2048; directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50; scene.add(directionalLight); // Objects cast and receive shadows mesh.castShadow = true; mesh.receiveShadow = true; // Ground plane receives shadows const groundGeometry = new THREE.PlaneGeometry(20, 20); const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x808080 }); const ground = new THREE.Mesh(groundGeometry, groundMaterial); ground.rotation.x = -Math.PI / 2; ground.receiveShadow = true; scene.add(ground);
Environment Maps & Reflections:
// Create environment map from cubemap const loader = new THREE.CubeTextureLoader(); const envMap = loader.load([ "px.jpg", "nx.jpg", // positive x, negative x "py.jpg", "ny.jpg", // positive y, negative y "pz.jpg", "nz.jpg", // positive z, negative z ]); scene.environment = envMap; // Affects all PBR materials scene.background = envMap; // Optional: use as skybox // Or apply to specific materials const material = new THREE.MeshStandardMaterial({ metalness: 1.0, roughness: 0.1, envMap: envMap, });
Tone Mapping & Output Encoding:
// Improve color accuracy and HDR rendering renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1.0; renderer.outputEncoding = THREE.sRGBEncoding; // Makes colors more vibrant and realistic
Fog for Depth:
// Linear fog scene.fog = new THREE.Fog(0xcccccc, 10, 50); // color, near, far // Or exponential fog (more realistic) scene.fog = new THREE.FogExp2(0xcccccc, 0.02); // color, density
Custom Geometry from Vertices
const geometry = new THREE.BufferGeometry(); const vertices = new Float32Array([-1, -1, 0, 1, -1, 0, 1, 1, 0]); geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));
Post-Processing Effects
While advanced post-processing may not be available in r128 CDN, basic effects can be achieved with shaders and render targets.
Group Objects
const group = new THREE.Group(); group.add(mesh1); group.add(mesh2); group.rotation.y = Math.PI / 4; scene.add(group);
Summary
Three.js artifacts require systematic setup:
- Import correct CDN version (r128)
- Initialize scene, camera, renderer
- Create geometry + material = mesh
- Add lighting if using lit materials
- Implement animation loop
- Handle window resize
- Avoid r128 incompatible features
Follow these patterns for reliable, performant 3D experiences.
Modern Three.js & Production Practices
While this skill focuses on CDN-based Three.js (r128) for artifact compatibility, here's what you'd do in production environments:
Modular Imports with Build Tools
// In production with npm/vite/webpack: import * as THREE from "three"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer";
Benefits:
- Tree-shaking (smaller bundle sizes)
- Access to full example library (OrbitControls, loaders, etc.)
- Latest Three.js features (r150+)
- TypeScript support
Animation Libraries (GSAP Integration)
// Smooth timeline-based animations import gsap from "gsap"; // Instead of manual animation loops: gsap.to(mesh.position, { x: 5, duration: 2, ease: "power2.inOut", }); // Complex sequences: const timeline = gsap.timeline(); timeline .to(mesh.rotation, { y: Math.PI * 2, duration: 2 }) .to(mesh.scale, { x: 2, y: 2, z: 2, duration: 1 }, "-=1");
Why GSAP:
- Professional easing functions
- Timeline control (pause, reverse, scrub)
- Better than manual lerping for complex animations
Scroll-Based Interactions
// Sync 3D animations with page scroll let scrollY = window.scrollY; window.addEventListener("scroll", () => { scrollY = window.scrollY; }); function animate() { requestAnimationFrame(animate); // Rotate based on scroll position mesh.rotation.y = scrollY * 0.001; // Move camera through scene camera.position.y = -(scrollY / window.innerHeight) * 10; renderer.render(scene, camera); }
Advanced scroll libraries:
- ScrollTrigger (GSAP plugin)
- Locomotive Scroll
- Lenis smooth scroll
Performance Optimization in Production
// Level of Detail (LOD) const lod = new THREE.LOD(); lod.addLevel(highDetailMesh, 0); // Close up lod.addLevel(mediumDetailMesh, 10); // Medium distance lod.addLevel(lowDetailMesh, 50); // Far away scene.add(lod); // Instanced meshes for many identical objects const geometry = new THREE.BoxGeometry(); const material = new THREE.MeshStandardMaterial(); const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000); // Set transforms for each instance const matrix = new THREE.Matrix4(); for (let i = 0; i < 1000; i++) { matrix.setPosition( Math.random() * 100, Math.random() * 100, Math.random() * 100, ); instancedMesh.setMatrixAt(i, matrix); }
Modern Loading Patterns
// In production, load 3D models: import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; const loader = new GLTFLoader(); loader.load("model.gltf", (gltf) => { scene.add(gltf.scene); // Traverse and setup materials gltf.scene.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); });
When to Use What
CDN Approach (Current Skill):
- Quick prototypes and demos
- Educational content
- Artifacts and embedded experiences
- No build step required
Production Build Approach:
- Client projects and portfolios
- Complex applications
- Need latest features (r150+)
- Performance-critical applications
- Team collaboration with version control
Recommended Production Stack
Three.js (latest) + Vite/Webpack ├── GSAP (animations) ├── React Three Fiber (optional - React integration) ├── Drei (helper components) ├── Leva (debug GUI) └── Post-processing effects
This skill provides CDN-compatible foundations. In production, you'd layer on these modern tools for professional results.