Awesome-omni-skills threejs-loaders
Three.js Loaders workflow skill. Use this skill when the user needs Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress 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 "$T/skills/threejs-loaders" ~/.claude/skills/diegosouzapw-awesome-omni-skills-threejs-loaders && rm -rf "$T"
skills/threejs-loaders/SKILL.mdThree.js Loaders
Overview
This public intake copy packages
plugins/antigravity-awesome-skills-claude/skills/threejs-loaders 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 Loaders
Imported source sections that did not map cleanly to the public headings are still preserved below or in the support files. Notable imported sections: LoadingManager, Texture Loading, GLTF/GLB Loading, Other Model Formats, Async/Promise Loading, Caching.
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 load models, textures, HDR assets, or other external resources in Three.js.
- The task involves GLTFLoader, TextureLoader, loading progress, or async asset orchestration.
- You are managing scene assets rather than authoring geometry or shaders directly.
- Use when the request clearly matches the imported source intent: Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
- 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: LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager(); // Callbacks manager.onStart = (url, loaded, total) => { console.log(`Started loading: ${url}`); }; manager.onLoad = () => { console.log("All assets loaded!"); startGame(); }; manager.onProgress = (url, loaded, total) => { const progress = (loaded / total) * 100; console.log(`Loading: ${progress.toFixed(1)}%`); updateProgressBar(progress); }; manager.onError = (url) => { console.error(`Error loading: ${url}`); }; // Use manager with loaders const textureLoader = new THREE.TextureLoader(manager); const gltfLoader = new GLTFLoader(manager); // Load assets textureLoader.load("texture1.jpg"); textureLoader.load("texture2.jpg"); gltfLoader.load("model.glb"); // onLoad fires when ALL are complete
Examples
Example 1: Ask for the upstream workflow directly
Use @threejs-loaders 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-loaders 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-loaders 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-loaders 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"; import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; // Load GLTF model const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { scene.add(gltf.scene); }); // Load texture const textureLoader = new THREE.TextureLoader(); const texture = textureLoader.load("texture.jpg");
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-loaders, 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: Texture Loading
TextureLoader
const loader = new THREE.TextureLoader(); // Callback style loader.load( "texture.jpg", (texture) => { // onLoad material.map = texture; material.needsUpdate = true; }, undefined, // onProgress - not supported for image loading (error) => { // onError console.error("Error loading texture", error); }, ); // Synchronous (returns texture, loads async) const texture = loader.load("texture.jpg"); material.map = texture;
Texture Configuration
const texture = loader.load("texture.jpg", (tex) => { // Color space (important for color accuracy) tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps // tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness) // Wrapping tex.wrapS = THREE.RepeatWrapping; tex.wrapT = THREE.RepeatWrapping; // ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping // Repeat/offset tex.repeat.set(2, 2); tex.offset.set(0.5, 0.5); tex.rotation = Math.PI / 4; tex.center.set(0.5, 0.5); // Filtering tex.minFilter = THREE.LinearMipmapLinearFilter; // Default tex.magFilter = THREE.LinearFilter; // Default // NearestFilter - pixelated // LinearFilter - smooth // LinearMipmapLinearFilter - smooth with mipmaps // Anisotropic filtering (sharper at angles) tex.anisotropy = renderer.capabilities.getMaxAnisotropy(); // Flip Y (usually true for standard textures) tex.flipY = true; tex.needsUpdate = true; });
CubeTextureLoader
For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader(); // Load 6 faces const cubeTexture = loader.load([ "px.jpg", "nx.jpg", // positive/negative X "py.jpg", "ny.jpg", // positive/negative Y "pz.jpg", "nz.jpg", // positive/negative Z ]); // Use as background scene.background = cubeTexture; // Use as environment map scene.environment = cubeTexture; material.envMap = cubeTexture;
HDR/EXR Loading
import { RGBELoader } from "three/addons/loaders/RGBELoader.js"; import { EXRLoader } from "three/addons/loaders/EXRLoader.js"; // HDR const rgbeLoader = new RGBELoader(); rgbeLoader.load("environment.hdr", (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; scene.environment = texture; scene.background = texture; }); // EXR const exrLoader = new EXRLoader(); exrLoader.load("environment.exr", (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; scene.environment = texture; });
PMREMGenerator
Generate prefiltered environment maps for PBR.
import { RGBELoader } from "three/addons/loaders/RGBELoader.js"; const pmremGenerator = new THREE.PMREMGenerator(renderer); pmremGenerator.compileEquirectangularShader(); new RGBELoader().load("environment.hdr", (texture) => { const envMap = pmremGenerator.fromEquirectangular(texture).texture; scene.environment = envMap; scene.background = envMap; texture.dispose(); pmremGenerator.dispose(); });
Imported: GLTF/GLB Loading
The most common 3D format for web.
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { // The loaded scene const model = gltf.scene; scene.add(model); // Animations const animations = gltf.animations; if (animations.length > 0) { const mixer = new THREE.AnimationMixer(model); animations.forEach((clip) => { mixer.clipAction(clip).play(); }); } // Cameras (if any) const cameras = gltf.cameras; // Asset info console.log(gltf.asset); // Version, generator, etc. // User data from Blender/etc console.log(gltf.userData); });
GLTF with Draco Compression
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js"; const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath( "https://www.gstatic.com/draco/versioned/decoders/1.5.6/", ); dracoLoader.preload(); const gltfLoader = new GLTFLoader(); gltfLoader.setDRACOLoader(dracoLoader); gltfLoader.load("compressed-model.glb", (gltf) => { scene.add(gltf.scene); });
GLTF with KTX2 Textures
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js"; const ktx2Loader = new KTX2Loader(); ktx2Loader.setTranscoderPath( "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/libs/basis/", ); ktx2Loader.detectSupport(renderer); const gltfLoader = new GLTFLoader(); gltfLoader.setKTX2Loader(ktx2Loader); gltfLoader.load("model-with-ktx2.glb", (gltf) => { scene.add(gltf.scene); });
GLTF with Meshopt Compression (r183)
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { MeshoptDecoder } from "three/addons/libs/meshopt_decoder.module.js"; const gltfLoader = new GLTFLoader(); gltfLoader.setMeshoptDecoder(MeshoptDecoder); gltfLoader.load("compressed-model.glb", (gltf) => { scene.add(gltf.scene); });
KHR_meshopt_compression is an alternative to Draco that often provides better compression for animated meshes and preserves mesh topology.
Process GLTF Content
loader.load("model.glb", (gltf) => { const model = gltf.scene; // Enable shadows model.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); // Find specific mesh const head = model.getObjectByName("Head"); // Adjust materials model.traverse((child) => { if (child.isMesh && child.material) { child.material.envMapIntensity = 0.5; } }); // Center and scale const box = new THREE.Box3().setFromObject(model); const center = box.getCenter(new THREE.Vector3()); const size = box.getSize(new THREE.Vector3()); model.position.sub(center); const maxDim = Math.max(size.x, size.y, size.z); model.scale.setScalar(1 / maxDim); scene.add(model); });
Imported: Other Model Formats
OBJ + MTL
import { OBJLoader } from "three/addons/loaders/OBJLoader.js"; import { MTLLoader } from "three/addons/loaders/MTLLoader.js"; const mtlLoader = new MTLLoader(); mtlLoader.load("model.mtl", (materials) => { materials.preload(); const objLoader = new OBJLoader(); objLoader.setMaterials(materials); objLoader.load("model.obj", (object) => { scene.add(object); }); });
FBX
import { FBXLoader } from "three/addons/loaders/FBXLoader.js"; const loader = new FBXLoader(); loader.load("model.fbx", (object) => { // FBX often has large scale object.scale.setScalar(0.01); // Animations const mixer = new THREE.AnimationMixer(object); object.animations.forEach((clip) => { mixer.clipAction(clip).play(); }); scene.add(object); });
STL
import { STLLoader } from "three/addons/loaders/STLLoader.js"; const loader = new STLLoader(); loader.load("model.stl", (geometry) => { const material = new THREE.MeshStandardMaterial({ color: 0x888888 }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); });
PLY
import { PLYLoader } from "three/addons/loaders/PLYLoader.js"; const loader = new PLYLoader(); loader.load("model.ply", (geometry) => { geometry.computeVertexNormals(); const material = new THREE.MeshStandardMaterial({ vertexColors: true }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); });
Imported: Async/Promise Loading
Promisified Loader
function loadModel(url) { return new Promise((resolve, reject) => { loader.load(url, resolve, undefined, reject); }); } // Usage async function init() { try { const gltf = await loadModel("model.glb"); scene.add(gltf.scene); } catch (error) { console.error("Failed to load model:", error); } }
Load Multiple Assets
async function loadAssets() { const [modelGltf, envTexture, colorTexture] = await Promise.all([ loadGLTF("model.glb"), loadRGBE("environment.hdr"), loadTexture("color.jpg"), ]); scene.add(modelGltf.scene); scene.environment = envTexture; material.map = colorTexture; } // Helper functions function loadGLTF(url) { return new Promise((resolve, reject) => { new GLTFLoader().load(url, resolve, undefined, reject); }); } function loadRGBE(url) { return new Promise((resolve, reject) => { new RGBELoader().load( url, (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; resolve(texture); }, undefined, reject, ); }); } function loadTexture(url) { return new Promise((resolve, reject) => { new THREE.TextureLoader().load(url, resolve, undefined, reject); }); }
Imported: Caching
Built-in Cache
// Enable cache THREE.Cache.enabled = true; // Clear cache THREE.Cache.clear(); // Manual cache management THREE.Cache.add("key", data); THREE.Cache.get("key"); THREE.Cache.remove("key");
Custom Asset Manager
class AssetManager { constructor() { this.textures = new Map(); this.models = new Map(); this.gltfLoader = new GLTFLoader(); this.textureLoader = new THREE.TextureLoader(); } async loadTexture(key, url) { if (this.textures.has(key)) { return this.textures.get(key); } const texture = await new Promise((resolve, reject) => { this.textureLoader.load(url, resolve, undefined, reject); }); this.textures.set(key, texture); return texture; } async loadModel(key, url) { if (this.models.has(key)) { return this.models.get(key).clone(); } const gltf = await new Promise((resolve, reject) => { this.gltfLoader.load(url, resolve, undefined, reject); }); this.models.set(key, gltf.scene); return gltf.scene.clone(); } dispose() { this.textures.forEach((t) => t.dispose()); this.textures.clear(); this.models.clear(); } } // Usage const assets = new AssetManager(); const texture = await assets.loadTexture("brick", "brick.jpg"); const model = await assets.loadModel("tree", "tree.glb");
Imported: Loading from Different Sources
Data URL / Base64
const loader = new THREE.TextureLoader(); const texture = loader.load("data:image/png;base64,iVBORw0KGgo...");
Blob URL
async function loadFromBlob(blob) { const url = URL.createObjectURL(blob); const texture = await loadTexture(url); URL.revokeObjectURL(url); return texture; }
ArrayBuffer
// From fetch const response = await fetch("model.glb"); const buffer = await response.arrayBuffer(); // Parse with loader const loader = new GLTFLoader(); loader.parse(buffer, "", (gltf) => { scene.add(gltf.scene); });
Custom Path/URL
// Set base path loader.setPath("assets/models/"); loader.load("model.glb"); // Loads from assets/models/model.glb // Set resource path (for textures referenced in model) loader.setResourcePath("assets/textures/"); // Custom URL modifier manager.setURLModifier((url) => { return `https://cdn.example.com/${url}`; });
Imported: Error Handling
// Graceful fallback async function loadWithFallback(primaryUrl, fallbackUrl) { try { return await loadModel(primaryUrl); } catch (error) { console.warn(`Primary failed, trying fallback: ${error}`); return await loadModel(fallbackUrl); } } // Retry logic async function loadWithRetry(url, maxRetries = 3) { for (let i = 0; i < maxRetries; i++) { try { return await loadModel(url); } catch (error) { if (i === maxRetries - 1) throw error; await new Promise((r) => setTimeout(r, 1000 * (i + 1))); } } } // Timeout async function loadWithTimeout(url, timeout = 30000) { const controller = new AbortController(); const timeoutId = setTimeout(() => controller.abort(), timeout); try { const response = await fetch(url, { signal: controller.signal }); clearTimeout(timeoutId); return response; } catch (error) { if (error.name === "AbortError") { throw new Error("Loading timed out"); } throw error; } }
Imported: Performance Tips
- Use compressed formats: DRACO for geometry, KTX2/Basis for textures
- Load progressively: Show placeholders while loading
- Lazy load: Only load what's needed
- Use CDN: Faster asset delivery
- Enable cache:
THREE.Cache.enabled = true
// Progressive loading with placeholder const placeholder = new THREE.Mesh( new THREE.BoxGeometry(1, 1, 1), new THREE.MeshBasicMaterial({ wireframe: true }), ); scene.add(placeholder); loadModel("model.glb").then((gltf) => { scene.remove(placeholder); scene.add(gltf.scene); });
Imported: VRMLLoader Camera Support (r183)
As of r183,
VRMLLoader supports loading cameras defined in VRML files.
Imported: See Also
- Texture configurationthreejs-textures
- Playing loaded animationsthreejs-animation
- Material from loaded modelsthreejs-materials
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.