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threejs-impl-animation

threejs-impl-animation

github.com/impertio-studioDevelopment23140 installsUpdated 30w ago
Repository

About threejs-impl-animation

A Three.js skill reference for implementing animation clips, actions, and mixers. It guides developers through playback, blending, timing, and common implementation pitfalls.

Key features

  1. 01Mixer and action lifecycle guidance
  2. 02Clip playback and loop modes
  3. 03Fade and crossfade patterns
  4. 04Additive and morph target animation
  5. 05Clock-based frame timing

Use cases

  1. 01Playing GLTF character animations
  2. 02Transitioning between animation states
  3. 03Layering breathing or reaction motion

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/impertio-studio/three.js-claude-skill-package --skill threejs-impl-animation

After installing, type/threejs-impl-animationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

.gitkeep
references/
anti-patterns.md
examples.md
methods.md

Details

From the project README

threejs-impl-animation

Quick Reference

Architecture
AnimationClip        (data: array of KeyframeTrack objects)
  └── AnimationAction  (playback controller: play, pause, fade, crossfade)
        └── AnimationMixer (master scheduler: one per animated root object)
              └── Clock    (provides delta time for mixer.update)

ALWAYS create exactly ONE AnimationMixer per animated root object. ALWAYS call mixer.update(delta) every frame inside the render loop. NEVER instantiate AnimationAction directly -- ALWAYS use mixer.clipAction(clip).

Essential Imports
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
Minimal Animation Setup
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const clock = new THREE.Clock();
let mixer;

const loader = new GLTFLoader();
loader.load('character.glb', (gltf) => {
  scene.add(gltf.scene);
  mixer = new THREE.AnimationMixer(gltf.scene);

  // Play all animations from the GLTF file
  gltf.animations.forEach((clip) => {
    mixer.clipAction(clip).play();
  });
});

function animate() {
  const delta = clock.getDelta();
  if (mixer) mixer.update(delta);
  renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
Critical Warnings

NEVER forget to call mixer.update(delta) in the render loop -- animations will NOT play without it.

NEVER use new Date() or performance.now() to compute delta manually -- ALWAYS use THREE.Clock or renderer.setAnimationLoop which provides stable frame timing.

NEVER call mixer.clipAction(clip) repeatedly in the render loop -- it caches internally, but the lookup is unnecessary overhead. ALWAYS store the returned action in a variable.

NEVER call .play() every frame -- call it ONCE to start playback. Calling .play() again on an already-playing action has no effect, but it signals misunderstanding.

ALWAYS call .reset() before .play() when restarting a stopped or finished action, or the action may resume from its last position.

ALWAYS set action.clampWhenFinished = true when using LoopOnce -- otherwise the action resets to the first frame when finished.


AnimationMixer

The master scheduler that drives all animation actions for a single object hierarchy.

Constructor
const mixer = new THREE.AnimationMixer(rootObject);

rootObject is the root Object3D of the animated model (typically gltf.scene).

Properties
PropertyTypeDefaultDescription
.timenumber0Global mixer time in seconds
.timeScalenumber1Global speed multiplier; 0 pauses ALL actions
Methods
MethodReturnsDescription
.clipAction(clip, root?, blendMode?)AnimationActionReturns or creates an action for the clip
.existingAction(clip, root?)AnimationAction | nullReturns previously created action or null
.update(delta)thisAdvances mixer by delta seconds -- MUST call every frame
.setTime(seconds)thisSets global time, updates all actions
.stopAllAction()thisDeactivates all scheduled actions
.getRoot()Object3DReturns the mixer's root object
.uncacheAction(clip, root?)voidDeallocates cached action
.uncacheClip(clip)voidDeallocates clip data
.uncacheRoot(root)voidDeallocates root object data
Events

Listen via mixer.addEventListener(type, callback):

EventFires When
'finished'Action completes (ONLY with LoopOnce + clampWhenFinished = true)
'loop'Action completes a loop iteration

Event object properties: { action, loopDelta, type }.

Blend Modes

Pass as the third argument to mixer.clipAction(clip, root, blendMode):

ConstantBehavior
THREE.NormalAnimationBlendModeStandard blending (default)
THREE.AdditiveAnimationBlendModeLayered on top of base animation

AnimationAction

Controls playback of a single animation clip. NEVER instantiate directly.

Properties
PropertyTypeDefaultDescription
.blendModenumberNormalAnimationBlendModeBlending strategy
.clampWhenFinishedbooleanfalsePause at last frame when done
.enabledbooleantrueDisable without resetting
.loopnumberLoopRepeatLoop mode
.pausedbooleanfalseFreeze playback
.repetitionsnumberInfinityLoop count
.timenumber0Local time in seconds
.timeScalenumber1Speed: 0 pauses, negative reverses
.weightnumber1Blend influence [0, 1]
.zeroSlopeAtEndbooleantrueSmooth interpolation at loop end
.zeroSlopeAtStartbooleantrueSmooth interpolation at loop start
Loop Modes
ConstantBehavior
THREE.LoopOncePlays once, stops
THREE.LoopRepeatRestarts from beginning each loop
THREE.LoopPingPongAlternates forward/backward
Playback Methods
MethodDescription
.play()Start playback
.stop()Stop and reset to start
.reset()Reset time, weight, speed to initial state
.startAt(mixerTime)Delay start until specified mixer time
Fading and Crossfade Methods
MethodDescription
.fadeIn(duration)Fade weight from 0 to 1
.fadeOut(duration)Fade weight from 1 to 0
.crossFadeFrom(fadeOutAction, duration, warp)Crossfade from another action into this one
.crossFadeTo(fadeInAction, duration, warp)Crossfade from this action to another
.stopFading()Cancel any active fade
Speed and Timing Methods
MethodDescription
.halt(duration)Decelerate timeScale to 0 over duration
.warp(startScale, endScale, duration)Smoothly transition playback speed
.stopWarping()Cancel any active warp
.setDuration(seconds)Adjust timeScale so one loop takes exactly seconds
.setEffectiveTimeScale(scale)Set effective time scale
.setEffectiveWeight(weight)Set effective weight
.setLoop(mode, repetitions)Set loop mode and count
.syncWith(otherAction)Synchronize time with another action
Query Methods
MethodReturnsDescription
.isRunning()booleantrue only if actively playing
.isScheduled()booleantrue if .play() was called
.getClip()AnimationClipThe associated clip
.getMixer()AnimationMixerThe owning mixer
.getRoot()Object3DThe root object
.getEffectiveTimeScale()numberComputed time scale
.getEffectiveWeight()numberComputed weight

AnimationClip

A reusable set of keyframe tracks. Typically loaded from GLTF files.

Constructor
const clip = new THREE.AnimationClip(name, duration, tracks, blendMode);
  • name -- string identifier (GLTF clips use names from the file)
  • duration -- seconds; -1 to auto-calculate from tracks
  • tracks -- array of KeyframeTrack objects
  • blendMode -- optional blend mode constant
Key Static Methods
MethodDescription
AnimationClip.findByName(arrayOrObject, name)Look up clip by name
AnimationClip.CreateFromMorphTargetSequence(name, targets, fps, noLoop)Create clip from morph targets
AnimationClip.parse(json)Deserialize from JSON

KeyframeTrack Types

Track TypeValue TypeUse Case
VectorKeyframeTrackVector3Position, scale
QuaternionKeyframeTrackQuaternionRotation (uses slerp)
NumberKeyframeTracknumberOpacity, intensity
BooleanKeyframeTrackbooleanVisibility toggles
ColorKeyframeTrackColorColor animation
StringKeyframeTrackstringDiscrete string values
Interpolation Modes
ConstantBehavior
THREE.InterpolateDiscreteStep function, no smoothing
THREE.InterpolateLinearLinear interpolation (default)
THREE.InterpolateSmoothCubic spline interpolation
PropertyBinding Path Format
"meshName.position"                    // animate position
"meshName.material.opacity"            // animate material property
"meshName.morphTargetInfluences[0]"    // animate morph target
"boneName.quaternion"                  // animate bone rotation

Clock

Constructor
const clock = new THREE.Clock(autoStart); // autoStart defaults to true
Methods
MethodReturnsDescription
.getDelta()numberSeconds since last getDelta() call
.getElapsedTime()numberTotal elapsed time in seconds
.start()voidStart the clock
.stop()voidStop without resetting

Crossfade Pattern (Character State Machine)

const actions = {};
gltf.animations.forEach((clip) => {
  actions[clip.name] = mixer.clipAction(clip);
});

let currentAction = actions['Idle'];
currentAction.play();

function switchAction(toName, duration = 0.5) {
  const toAction = actions[toName];
  toAction.reset();
  toAction.setEffectiveTimeScale(1);
  toAction.setEffectiveWeight(1);
  toAction.crossFadeFrom(currentAction, duration, true);
  toAction.play();
  currentAction = toAction;
}

ALWAYS call .reset() on the incoming action before crossfading. ALWAYS store the current action reference for the next transition.


Additive Animation Blending

const baseAction = mixer.clipAction(baseClip);
const additiveAction = mixer.clipAction(
  additiveClip, undefined, THREE.AdditiveAnimationBlendMode
);

baseAction.play();
additiveAction.play();
additiveAction.setEffectiveWeight(0.5);

Use additive blending for layered effects: breathing, damage reactions, aim offsets.


Morph Target Animation

// Manual control
mesh.morphTargetInfluences[0] = Math.sin(elapsed) * 0.5 + 0.5;

// Via GLTF animation clip (preferred)
const morphAction = mixer.clipAction(morphClip);
morphAction.play();

Reference Links

Official Sources

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