Awesome-omni-skills threejs-animation
Three.js Animation workflow skill. Use this skill when the user needs Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
git clone https://github.com/diegosouzapw/awesome-omni-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/diegosouzapw/awesome-omni-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-animation" ~/.claude/skills/diegosouzapw-awesome-omni-skills-threejs-animation && rm -rf "$T"
skills/threejs-animation/SKILL.mdThree.js Animation
Overview
This public intake copy packages
plugins/antigravity-awesome-skills-claude/skills/threejs-animation from https://github.com/sickn33/antigravity-awesome-skills into the native Omni Skills editorial shape without hiding its origin.
Use it when the operator needs the upstream workflow, support files, and repository context to stay intact while the public validator and private enhancer continue their normal downstream flow.
This intake keeps the copied upstream files intact and uses
metadata.json plus ORIGIN.md as the provenance anchor for review.
Three.js Animation
Imported source sections that did not map cleanly to the public headings are still preserved below or in the support files. Notable imported sections: Animation System Overview, AnimationClip, AnimationMixer, AnimationAction, Loading GLTF Animations, Skeletal Animation.
When to Use This Skill
Use this section as the trigger filter. It should make the activation boundary explicit before the operator loads files, runs commands, or opens a pull request.
- You need to animate objects, rigs, morph targets, or imported GLTF animations in Three.js.
- The task involves mixers, clips, keyframes, procedural motion, or animation blending.
- You are building motion behavior in a Three.js scene rather than just static rendering.
- Use when the request clearly matches the imported source intent: Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
- Use when the operator should preserve upstream workflow detail instead of rewriting the process from scratch.
- Use when provenance needs to stay visible in the answer, PR, or review packet.
Operating Table
| Situation | Start here | Why it matters |
|---|---|---|
| First-time use | | Confirms repository, branch, commit, and imported path before touching the copied workflow |
| Provenance review | | Gives reviewers a plain-language audit trail for the imported source |
| Workflow execution | | Starts with the smallest copied file that materially changes execution |
| Supporting context | | Adds the next most relevant copied source file without loading the entire package |
| Handoff decision | | Helps the operator switch to a stronger native skill when the task drifts |
Workflow
This workflow is intentionally editorial and operational at the same time. It keeps the imported source useful to the operator while still satisfying the public intake standards that feed the downstream enhancer flow.
- Confirm the user goal, the scope of the imported workflow, and whether this skill is still the right router for the task.
- Read the overview and provenance files before loading any copied upstream support files.
- Load only the references, examples, prompts, or scripts that materially change the outcome for the current request.
- Execute the upstream workflow while keeping provenance and source boundaries explicit in the working notes.
- Validate the result against the upstream expectations and the evidence you can point to in the copied files.
- Escalate or hand off to a related skill when the work moves out of this imported workflow's center of gravity.
- Before merge or closure, record what was used, what changed, and what the reviewer still needs to verify.
Imported Workflow Notes
Imported: Animation System Overview
Three.js animation system has three main components:
- AnimationClip - Container for keyframe data
- AnimationMixer - Plays animations on a root object
- AnimationAction - Controls playback of a clip
Examples
Example 1: Ask for the upstream workflow directly
Use @threejs-animation to handle <task>. Start from the copied upstream workflow, load only the files that change the outcome, and keep provenance visible in the answer.
Explanation: This is the safest starting point when the operator needs the imported workflow, but not the entire repository.
Example 2: Ask for a provenance-grounded review
Review @threejs-animation against metadata.json and ORIGIN.md, then explain which copied upstream files you would load first and why.
Explanation: Use this before review or troubleshooting when you need a precise, auditable explanation of origin and file selection.
Example 3: Narrow the copied support files before execution
Use @threejs-animation for <task>. Load only the copied references, examples, or scripts that change the outcome, and name the files explicitly before proceeding.
Explanation: This keeps the skill aligned with progressive disclosure instead of loading the whole copied package by default.
Example 4: Build a reviewer packet
Review @threejs-animation using the copied upstream files plus provenance, then summarize any gaps before merge.
Explanation: This is useful when the PR is waiting for human review and you want a repeatable audit packet.
Imported Usage Notes
Imported: Quick Start
import * as THREE from "three"; // Simple procedural animation with Timer (recommended in r183) const timer = new THREE.Timer(); renderer.setAnimationLoop(() => { timer.update(); const delta = timer.getDelta(); const elapsed = timer.getElapsed(); mesh.rotation.y += delta; mesh.position.y = Math.sin(elapsed) * 0.5; renderer.render(scene, camera); });
Note:
THREE.Timer is recommended over THREE.Clock as of r183. Timer pauses when the page is hidden and has a cleaner API. THREE.Clock still works but is considered legacy.
Best Practices
Treat the generated public skill as a reviewable packaging layer around the upstream repository. The goal is to keep provenance explicit and load only the copied source material that materially improves execution.
- Keep the imported skill grounded in the upstream repository; do not invent steps that the source material cannot support.
- Prefer the smallest useful set of support files so the workflow stays auditable and fast to review.
- Keep provenance, source commit, and imported file paths visible in notes and PR descriptions.
- Point directly at the copied upstream files that justify the workflow instead of relying on generic review boilerplate.
- Treat generated examples as scaffolding; adapt them to the concrete task before execution.
- Route to a stronger native skill when architecture, debugging, design, or security concerns become dominant.
Troubleshooting
Problem: The operator skipped the imported context and answered too generically
Symptoms: The result ignores the upstream workflow in
plugins/antigravity-awesome-skills-claude/skills/threejs-animation, fails to mention provenance, or does not use any copied source files at all.
Solution: Re-open metadata.json, ORIGIN.md, and the most relevant copied upstream files. Load only the files that materially change the answer, then restate the provenance before continuing.
Problem: The imported workflow feels incomplete during review
Symptoms: Reviewers can see the generated
SKILL.md, but they cannot quickly tell which references, examples, or scripts matter for the current task.
Solution: Point at the exact copied references, examples, scripts, or assets that justify the path you took. If the gap is still real, record it in the PR instead of hiding it.
Problem: The task drifted into a different specialization
Symptoms: The imported skill starts in the right place, but the work turns into debugging, architecture, design, security, or release orchestration that a native skill handles better. Solution: Use the related skills section to hand off deliberately. Keep the imported provenance visible so the next skill inherits the right context instead of starting blind.
Related Skills
- Use when the work is better handled by that native specialization after this imported skill establishes context.@supply-chain-risk-auditor
- Use when the work is better handled by that native specialization after this imported skill establishes context.@sveltekit
- Use when the work is better handled by that native specialization after this imported skill establishes context.@swift-concurrency-expert
- Use when the work is better handled by that native specialization after this imported skill establishes context.@swiftui-expert-skill
Additional Resources
Use this support matrix and the linked files below as the operator packet for this imported skill. They should reflect real copied source material, not generic scaffolding.
| Resource family | What it gives the reviewer | Example path |
|---|---|---|
| copied reference notes, guides, or background material from upstream | |
| worked examples or reusable prompts copied from upstream | |
| upstream helper scripts that change execution or validation | |
| routing or delegation notes that are genuinely part of the imported package | |
| supporting assets or schemas copied from the source package | |
Imported Reference Notes
Imported: 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
BezierInterpolant (r183)
Three.js r183 adds
THREE.BezierInterpolant for bezier curve interpolation in keyframe tracks, enabling smoother animation curves with tangent control.
Imported: 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); });
Imported: 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();
Imported: 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); }
Imported: 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);
Imported: 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();
Imported: 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);
Imported: 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();
Imported: 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; }
Imported: Performance Tips
- Share clips: Same AnimationClip can be used on multiple mixers
- Optimize clips: Call
to remove redundant keyframesclip.optimize() - Disable when off-screen: Stop mixer updates for invisible objects
- Use LOD for animations: Simpler rigs for distant characters
- 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); }
Imported: See Also
- Loading animated GLTF modelsthreejs-loaders
- Clock and animation loopthreejs-fundamentals
- Vertex animation in shadersthreejs-shaders
Imported: Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.