
Three
- 75 installs
- Updated July 24, 2026
- chanjing-ai/framevideo
Render deterministic Three.js and WebGL scenes in FrameVideo compositions that respond to fv-seek events instead of wall-clock time.
About
Provides Three.js and WebGL adapter patterns for rendering deterministic 3D scenes in FrameVideo compositions. A developer uses it to add product spins, shader plates, or GLTF animation that render exactly at each seeked frame.
- Render Three.js scenes from FrameVideo time via fv-seek events
- Seek AnimationMixer and camera motion deterministically per frame
Three by the numbers
- 75 all-time installs (skills.sh)
- Ranked #835 of 1,335 Generative Media skills by installs in the Skillselion catalog
- Data as of Jul 28, 2026 (Skillselion catalog sync)
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| Installs | 75 |
|---|---|
| Last updated | July 24, 2026 |
| Repository | chanjing-ai/framevideo ↗ |
What it does
Render deterministic Three.js and WebGL scenes in FrameVideo compositions that respond to fv-seek events instead of wall-clock time.
Files
Three.js for FrameVideo
FrameVideo supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes FrameVideo time and dispatches a seek event so your composition can render the exact frame.
Contract
- Create the scene, camera, renderer, materials, and assets synchronously when possible.
- Render from FrameVideo time, not wall-clock time.
- Listen for the
fv-seekevent and render exactly that time. - Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
- Avoid
requestAnimationFrameorrenderer.setAnimationLoopas the source of truth for render-critical motion.
The adapter sets window.__fvThreeTime and dispatches new CustomEvent("fv-seek", { detail: { time } }) on each seek.
Basic Pattern
<canvas id="three-layer"></canvas>
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
const canvas = document.getElementById("three-layer");
const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
// Match these to your composition's frame size.
renderer.setSize(1920, 1080, false);
renderer.setPixelRatio(1);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
camera.position.set(0, 0, 6);
const mesh = new THREE.Mesh(
new THREE.IcosahedronGeometry(1.4, 4),
new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));
function renderAt(time) {
mesh.rotation.y = time * 0.7;
mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
renderer.render(scene, camera);
}
window.addEventListener("fv-seek", (event) => {
renderAt(event.detail.time);
});
renderAt(window.__fvThreeTime || 0);
</script>#three-layer {
width: 100%;
height: 100%;
display: block;
}AnimationMixer Pattern
For GLTF or authored clip animation, seek the mixer directly:
function renderAt(time) {
mixer.setTime(time);
renderer.render(scene, camera);
}If several mixers exist, seek all of them from the same time.
Good Uses
- Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
- Camera moves derived from
time. - GLTF animation clips when assets are local and loaded before validation completes.
Avoid
- Using
Date.now(),performance.now(), or clock deltas to update scene state. - Leaving render-critical work inside a free-running animation loop.
- Loading remote models or textures at render time.
- Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
- Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
Validation
After editing a Three.js composition:
npx framevideo lint
npx framevideo validateCredits And References
- FrameVideo adapter source:
packages/core/src/runtime/adapters/three.ts. - Three.js
WebGLRendererdocs: https://threejs.org/docs/pages/WebGLRenderer.html - Three.js
AnimationMixer.setTime()docs: https://threejs.org/docs/pages/AnimationMixer.html