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threejs-animation

This skill should be used when the user asks to "build a 3D hero section or WebGL background", "animate a Three.js scene", "play or crossfade GLTF animation clips", "move/lerp the camera or link it to scroll", "render thousands of objects with InstancedMesh", "set up React Three Fiber (R3F) motion", "add bloom/DOF post-processing", or "keep a Three.js/R3F animation smooth and leak-free (dispose geometries/materials/textures, free GPU memory on unmount)". Covers scenes, render loops, camera moves, GLTF AnimationMixer, instancing, scroll-linked 3D, R3F, and animation performance/disposal.

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4 months ago
In the catalog since
14 Oct 2026
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iart-ai/webgl-animation-skills
Get it through your agent npx skills add iart-ai/webgl-animation-skills@threejs-animation

Skill instructions

Rendered from the published SKILL.md, 247 lines.

Three.js Motion (3D / WebGL)

Build real-time 3D motion for the web: animated scenes, camera moves, GLTF playback, instancing, scroll-linked 3D, and React Three Fiber. Optimize for smooth 60fps and clean disposal.

When to use

  • 3D hero sections, product viewers, interactive/scroll-linked 3D backgrounds.
  • Playing and blending GLTF animation clips.
  • Rendering many objects efficiently (particle fields, tiles, forests).
  • Camera fly-throughs and scroll-driven camera moves.

Minimal scene + render loop

import * as THREE from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, innerWidth / innerHeight, 0.1, 100);
camera.position.set(0, 0, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));   // cap DPR — critical for retina perf
document.body.appendChild(renderer.domElement);

const mesh = new THREE.Mesh(
  new THREE.IcosahedronGeometry(1, 0),
  new THREE.MeshStandardMaterial({ color: 0x44aaff, flatShading: true })
);
scene.add(mesh, new THREE.DirectionalLight(0xffffff, 2).translateZ(5),
          new THREE.AmbientLight(0xffffff, 0.4));

const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
  const dt = clock.getDelta();
  mesh.rotation.y += dt * 0.5;                            // frame-rate independent
  renderer.render(scene, camera);
});
addEventListener('resize', () => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

Use clock.getDelta() to make motion frame-rate independent (multiply rates by dt), and setAnimationLoop (works with WebXR and pauses on tab blur) instead of raw requestAnimationFrame.

GLTF animation clips

Load a model, play clips through an AnimationMixer, and update the mixer with delta time every frame.

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let mixer, actions = {};
new GLTFLoader().load('model.glb', (gltf) => {
  scene.add(gltf.scene);
  mixer = new THREE.AnimationMixer(gltf.scene);
  gltf.animations.forEach((clip) => { actions[clip.name] = mixer.clipAction(clip); });
  actions['Idle']?.play();
});
// In the loop: if (mixer) mixer.update(dt);

Crossfade between two clips smoothly:

function crossfade(fromName, toName, dur = 0.4) {
  const from = actions[fromName], to = actions[toName];
  to.reset().setEffectiveWeight(1).play();
  from.crossFadeTo(to, dur, false);                       // warping=false: linear weight ramp
}

For one-shot clips (e.g. a jump), set action.setLoop(THREE.LoopOnce); action.clampWhenFinished = true; and listen for mixer.addEventListener('finished', ...).

Camera lerp and scroll-linked motion

Smooth camera follow uses exponential interpolation toward a target. Frame-rate-correct damping:

const target = new THREE.Vector3(0, 0, 5);
function dampVec(current, goal, lambda, dt) {
  current.lerp(goal, 1 - Math.exp(-lambda * dt));         // lambda ~ 3..8
}
// loop: dampVec(camera.position, target, 5, dt); camera.lookAt(0, 0, 0);

Scroll-linked camera: map scrollY / maxScroll (0→1) to camera position along a path. Update the goal on scroll, let damping smooth it.

addEventListener('scroll', () => {
  const p = scrollY / (document.body.scrollHeight - innerHeight);
  target.set(0, p * -10, 5 - p * 3);                      // move down and in
});

Use THREE.CatmullRomCurve3 and curve.getPointAt(p) for curved fly-throughs.

Instancing for many objects

One draw call for thousands of identical meshes. Set per-instance matrices (and optional colors).

const count = 5000;
const geo = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const mat = new THREE.MeshStandardMaterial();
const inst = new THREE.InstancedMesh(geo, mat, count);
const dummy = new THREE.Object3D();
for (let i = 0; i < count; i++) {
  dummy.position.set((Math.random()-0.5)*20, (Math.random()-0.5)*20, (Math.random()-0.5)*20);
  dummy.updateMatrix();
  inst.setMatrixAt(i, dummy.matrix);
}
inst.instanceMatrix.needsUpdate = true;
scene.add(inst);
// Animate: update dummy per instance, setMatrixAt, then needsUpdate = true each frame.

Set inst.instanceMatrix.setUsage(THREE.DynamicDrawUsage) if updating every frame. Per-instance color: inst.setColorAt(i, color) then inst.instanceColor.needsUpdate = true.

React Three Fiber (R3F)

Drive animation with useFrame; it receives state and delta.

import { Canvas, useFrame } from '@react-three/fiber';
import { useRef } from 'react';
function Spinner() {
  const ref = useRef();
  useFrame((state, delta) => {
Show the whole skill (127 more lines)
ref.current.rotation.y += delta * 0.5;
ref.current.position.y = Math.sin(state.clock.elapsedTime) * 0.3;

}); return ; } export default () => ( <Canvas dpr={[1, 2]} camera={{ position: [0, 0, 5] }}> <directionalLight position={[5, 5, 5]} /> );

`dpr={[1, 2]}` caps pixel ratio. Load models with `useGLTF` (drei), animate clips with `useAnimations`. For springs use `@react-spring/three`; for scroll use drei `ScrollControls` + `useScroll`.

## Performance and cleanup (critical)

- Cap pixel ratio: `Math.min(devicePixelRatio, 2)`. This is the single biggest win on retina/mobile.
- Reuse geometries and materials; merge static geometry with `BufferGeometryUtils.mergeGeometries`.
- Prefer matcaps or baked lighting over many real-time lights; each shadow-casting light is expensive.
- Material/emissive motion (pulsing emissive, displacement) often reads better and is cheaper than moving lots of geometry.

## Cleanup & GPU memory (disposal)

GPU resources (geometries, materials, textures, render targets) live on the *GPU*, not the JS heap. The garbage collector frees the JS objects but **cannot free the WebGL buffers/textures they uploaded**. Without explicit `.dispose()`, VRAM grows on every mount until the context is lost (black canvas, `WebGL: CONTEXT_LOST_WEBGL`). This is why `renderer.info.memory` keeps rising across mount/unmount cycles.

**Dispose what allocates GPU memory; ignore what does not:**

- Dispose: `geometry.dispose()` (VBOs), `material.dispose()` (shader program — but NOT its textures), `texture.dispose()` (per map slot: `map`, `normalMap`, `roughnessMap`, `envMap`, …), `renderTarget.dispose()`, and on final teardown `renderer.dispose()` + `renderer.forceContextLoss()`.
- No disposal needed: `Mesh`/`Group`/`Scene` (GC reclaims after removal), `Vector3`/`Matrix4`/`Color` (plain JS), lights/cameras (except shadow map render targets).
- `scene.remove(mesh)` only detaches from the graph — it frees **nothing** on the GPU. Geometry/material/textures stay resident until explicitly disposed.

**Teardown traversal** — disposing a loaded model or whole scene must handle material *arrays* and *every* texture map per material:

```js
function disposeObject(root) {
  root.traverse((obj) => {
    if (obj.geometry) obj.geometry.dispose();
    if (obj.material) {
      const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
      for (const m of mats) {
        for (const key in m) {                  // dispose any texture property
          const v = m[key];
          if (v && v.isTexture) v.dispose();
        }
        m.dispose();
      }
    }
  });
  root.parent?.remove(root);
}
// SPA route teardown: renderer.setAnimationLoop(null); disposeObject(scene);
//   renderer.dispose(); renderer.forceContextLoss?.();

R3F unmount cleanup — resources created declaratively in JSX are auto-disposed on unmount (R3F walks attached objects and calls .dispose()). Leaks happen with imperative resources (new THREE.X() in hooks/refs/loaders) that R3F never attached. Create them with useMemo and dispose in a matching useEffect cleanup:

const geometry = useMemo(() => new THREE.BufferGeometry(/* … */), [count]);
useEffect(() => () => geometry.dispose(), [geometry]);  // disposes on unmount AND dep change

For shared resources reused across mounts, set dispose={null} on the JSX object and dispose only at app shutdown. Verify with renderer.info.memory (R3F: useThree().gl.info.memory): mount/unmount 10x; if geometries/textures does not return to baseline, something leaked.

See references/resource-disposal.md for the full disposal utility (all map slots, shader uniforms, render targets, skinned meshes), EffectComposer/render-target disposal, a renderer.info leak-test harness, R3F cleanup recipes (refs, textures, GLTF cache clearing, <DisposeOnUnmount>), and HMR safety.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

For a self-contained 3D scene (hero, WebGL background, micro-scene) the deliverable is one HTML file that opens directly in a browser — Three.js pulled from a CDN via an importmap, one render loop, no build step. A single file is the right tier for a scene; don't reach for a bundler when one file does the job.

Output contract:

  • One .html: importmap pins three + three/addons to a CDN; your scene and the render loop in one inline <script type="module">.
  • Drive ALL motion from one source of truth — clock.getElapsedTime() (and mixer/camera read from it). No Date.now(), no per-object wall-clock.
  • Seed any randomness (instance placement, jitter) from a fixed seed so frames reproduce.

Seek/freeze harness — render ONE frame at a fixed time for screenshots. ?t=N forces elapsed time to N seconds, advances the scene to that instant, renders once, and stops the loop — a deterministic still.

<script type="module">
  // ... build scene, camera, renderer, clock, mixer ...
  const t = new URLSearchParams(location.search).get("t");
  function frame(elapsed) {            // pure: scene state is a function of elapsed
    mesh.rotation.y = elapsed * 0.5;
    if (mixer) { mixer.setTime(elapsed); }   // setTime is absolute, not delta
    renderer.render(scene, camera);
  }
  if (t !== null) {
    frame(parseFloat(t));             // one fixed frame, no loop
    window.__ready = true;
  } else {
    const clock = new THREE.Clock();
    renderer.setAnimationLoop(() => frame(clock.getElapsedTime()));
  }
</script>

Verify loop — render → freeze → screenshot → check: open the file at three instants — start, mid, end (?t=0, ?t=<mid>, ?t=<end> for an animated clip/loop) — screenshot each, and check both fidelity (matches the brief) and artifacts: a black canvas = parse/init error (check the console), clipped/off-frame geometry, NaN positions (objects vanish), missing model/texture (CDN 404). WebGL needs a GPU context; Playwright/Chromium supplies one (swiftshader) headless.

npx playwright screenshot --wait-for-timeout=600 "file://$PWD/scene.html?t=1.5" frame-mid.png

Before you finish:

  1. Canvas actually renders — not blank, no console/WebGL errors, no CDN 404s.
  2. ?t=N freezes a reproducible frame (same N → same pixels; randomness seeded).
  3. Screenshotted at start / mid / end — matches the brief, no clipping/NaN/black.
  4. Disposed and leak-free if embedded in an SPA (setAnimationLoop(null) + dispose; see disposal section).
  5. prefers-reduced-motion honored — slow/halt rotation or auto-play where relevant.

Quick reference

Goal API
Frame-independent motion multiply by clock.getDelta()
Play GLTF clip mixer.clipAction(clip).play() + mixer.update(dt)
Blend clips from.crossFadeTo(to, dur, false)
Smooth camera lerp(goal, 1 - exp(-lambda*dt))
Many objects InstancedMesh + setMatrixAt
Scroll 3D map scroll 0→1 to camera target
Cap DPR setPixelRatio(min(dpr, 2))

Reference files

  • references/r3f-and-perf.md — Full AnimationMixer crossfade and one-shot handling, useFrame patterns (clock, pointer, lerp), drei ScrollControls scroll-linked camera, InstancedMesh per-frame animation with color, pixel-ratio and adaptive resolution, complete dispose-on-unmount routine, and postprocessing (UnrealBloom, DepthOfField/bokeh) for both vanilla Three and R3F.
  • references/resource-disposal.md — Complete GPU resource disposal: full disposal utility (all map slots, shader uniforms, render targets, env maps, skinned meshes), EffectComposer/render-target teardown, full renderer teardown, R3F leak cases and the useMemo+cleanup pattern, ref/texture/GLTF cleanup recipes, <DisposeOnUnmount> helper, shared-resource and InstancedMesh strategies, renderer.info leak-test harness, and HMR safety.