Antigravity-awesome-skills threejs-loaders
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
install
source · Clone the upstream repo
git clone https://github.com/sickn33/antigravity-awesome-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/sickn33/antigravity-awesome-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/plugins/antigravity-awesome-skills/skills/threejs-loaders" ~/.claude/skills/sickn33-antigravity-awesome-skills-threejs-loaders-b43cdc && rm -rf "$T"
manifest:
plugins/antigravity-awesome-skills/skills/threejs-loaders/SKILL.mdsource content
Three.js Loaders
When to Use
- You need to load models, textures, HDR assets, or other external resources in Three.js.
- The task involves
,GLTFLoader
, loading progress, or async asset orchestration.TextureLoader - You are managing scene assets rather than authoring geometry or shaders directly.
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");
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
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(); });
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); });
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); });
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); }); }
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");
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}`; });
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; } }
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); });
VRMLLoader Camera Support (r183)
As of r183,
VRMLLoader supports loading cameras defined in VRML files.
See Also
- Texture configurationthreejs-textures
- Playing loaded animationsthreejs-animation
- Material from loaded modelsthreejs-materials
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.