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R3f Loaders

  • 905 installs
  • 105 repo stars
  • Updated January 20, 2026
  • enzed/r3f-skills

r3f-loaders is a Claude Code skill that adds performant 3D model, texture, and environment loading to React Three Fiber scenes for developers who need useGLTF, useLoader, Suspense, and preload patterns.

About

r3f-loaders is a focused React Three Fiber skill from enzed/r3f-skills that teaches asset-loading patterns for GLB models, textures, and HDR environments inside @react-three/fiber canvases. The skill documents useGLTF from @react-three/drei, generic useLoader hooks, React Suspense boundaries with null fallbacks, and preloading strategies so large assets do not stall first paint. Example code shows a Canvas wrapping a Model component that reads `/models/robot.glb` via useGLTF with OrbitControls and ambient lighting. Developers reach for r3f-loaders when a scene renders but models flash late, Suspense boundaries are missing, or HDR environments and texture atlases need consistent loading-state handling across routes.

  • Loads GLTF/GLB models with useGLTF from @react-three/drei
  • Implements Suspense with loading fallbacks for smooth UX
  • Exposes nodes, materials, and animations from loaded assets
  • Supports textures, HDR environments, and preloading strategies
  • Manages loading states to prevent render blocking

R3f Loaders by the numbers

  • 905 all-time installs (skills.sh)
  • +39 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #403 of 2,277 Frontend Development skills by installs in the Skillselion catalog
  • Security screen: MEDIUM risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
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repo stars105
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Last updatedJanuary 20, 2026
Repositoryenzed/r3f-skills

How do you load GLB models in React Three Fiber?

Quickly add performant 3D model, texture, and environment loading to React Three Fiber scenes.

Who is it for?

React developers with an existing R3F Canvas who need correct GLB, texture, and HDR loading without layout thrash or blank scenes.

Skip if: Teams still choosing between Three.js and Babylon.js, or projects with no React Three Fiber dependency and no .glb assets to load.

When should I use this skill?

The user asks about useGLTF, useLoader, GLB loading, HDR environments, Suspense in R3F, or preloading 3D assets.

What you get

useGLTF/useLoader components, Suspense boundaries, preload calls, and loading-state fallbacks for GLB and HDR assets.

  • R3F loader components
  • Suspense-wrapped model tree
  • preload configuration

Files

SKILL.mdMarkdownGitHub ↗

React Three Fiber Loaders

Quick Start

import { Canvas } from '@react-three/fiber'
import { useGLTF, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'

function Model() {
  const { scene } = useGLTF('/models/robot.glb')
  return <primitive object={scene} />
}

export default function App() {
  return (
    <Canvas>
      <ambientLight />
      <Suspense fallback={null}>
        <Model />
      </Suspense>
      <OrbitControls />
    </Canvas>
  )
}

useGLTF (Drei)

The recommended way to load GLTF/GLB models.

Basic Usage

import { useGLTF } from '@react-three/drei'

function Model() {
  const gltf = useGLTF('/models/robot.glb')

  // gltf contains:
  // - scene: THREE.Group (the main scene)
  // - nodes: Object of named meshes
  // - materials: Object of named materials
  // - animations: Array of AnimationClip

  return <primitive object={gltf.scene} />
}

Using Nodes and Materials

function Model() {
  const { nodes, materials } = useGLTF('/models/robot.glb')

  return (
    <group>
      {/* Use specific meshes */}
      <mesh
        geometry={nodes.Body.geometry}
        material={materials.Metal}
        position={[0, 0, 0]}
      />
      <mesh
        geometry={nodes.Head.geometry}
        material={materials.Plastic}
        position={[0, 1, 0]}
      />
    </group>
  )
}

With TypeScript (gltfjsx)

Generate typed components using gltfjsx:

npx gltfjsx model.glb --types
// Generated component
import { useGLTF } from '@react-three/drei'
import { GLTF } from 'three-stdlib'

type GLTFResult = GLTF & {
  nodes: {
    Body: THREE.Mesh
    Head: THREE.Mesh
  }
  materials: {
    Metal: THREE.MeshStandardMaterial
    Plastic: THREE.MeshStandardMaterial
  }
}

export function Model(props: JSX.IntrinsicElements['group']) {
  const { nodes, materials } = useGLTF('/model.glb') as GLTFResult

  return (
    <group {...props} dispose={null}>
      <mesh geometry={nodes.Body.geometry} material={materials.Metal} />
      <mesh geometry={nodes.Head.geometry} material={materials.Plastic} />
    </group>
  )
}

useGLTF.preload('/model.glb')

Draco Compression

import { useGLTF } from '@react-three/drei'

function Model() {
  // Drei automatically handles Draco if the file is Draco-compressed
  const { scene } = useGLTF('/models/compressed.glb')
  return <primitive object={scene} />
}

// Or specify Draco decoder path
useGLTF.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/')

Preloading

import { useGLTF } from '@react-three/drei'

// Preload at module level
useGLTF.preload('/models/robot.glb')
useGLTF.preload(['/model1.glb', '/model2.glb'])

function Model() {
  // Will be instant if preloaded
  const { scene } = useGLTF('/models/robot.glb')
  return <primitive object={scene} />
}

Processing Loaded Model

function Model() {
  const { scene } = useGLTF('/models/robot.glb')

  useEffect(() => {
    // Enable shadows on all meshes
    scene.traverse((child) => {
      if (child.isMesh) {
        child.castShadow = true
        child.receiveShadow = true
      }
    })
  }, [scene])

  return <primitive object={scene} />
}

useLoader (Core R3F)

For loading any Three.js asset.

Basic Texture Loading

import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'

function TexturedMesh() {
  const texture = useLoader(TextureLoader, '/textures/color.jpg')

  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

Multiple Assets

function MultiTexture() {
  const [colorMap, normalMap, roughnessMap] = useLoader(TextureLoader, [
    '/textures/color.jpg',
    '/textures/normal.jpg',
    '/textures/roughness.jpg',
  ])

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        map={colorMap}
        normalMap={normalMap}
        roughnessMap={roughnessMap}
      />
    </mesh>
  )
}

With Extensions (Draco)

import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'

function Model() {
  const gltf = useLoader(GLTFLoader, '/model.glb', (loader) => {
    const dracoLoader = new DRACOLoader()
    dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/')
    loader.setDRACOLoader(dracoLoader)
  })

  return <primitive object={gltf.scene} />
}

Progress Callback

function Model() {
  const gltf = useLoader(
    GLTFLoader,
    '/model.glb',
    undefined,  // extensions
    (progress) => {
      console.log(`Loading: ${(progress.loaded / progress.total) * 100}%`)
    }
  )

  return <primitive object={gltf.scene} />
}

Preloading

import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'

// Preload
useLoader.preload(TextureLoader, '/textures/color.jpg')
useLoader.preload(TextureLoader, ['/tex1.jpg', '/tex2.jpg'])

// Clear cache
useLoader.clear(TextureLoader, '/textures/color.jpg')

Drei Loader Hooks

useTexture

import { useTexture } from '@react-three/drei'

// Single
const texture = useTexture('/texture.jpg')

// Array
const [color, normal] = useTexture(['/color.jpg', '/normal.jpg'])

// Named object (spreads directly to material)
const textures = useTexture({
  map: '/color.jpg',
  normalMap: '/normal.jpg',
  roughnessMap: '/roughness.jpg',
})
<meshStandardMaterial {...textures} />

// With callback for configuration
const texture = useTexture('/texture.jpg', (tex) => {
  tex.wrapS = tex.wrapT = THREE.RepeatWrapping
  tex.repeat.set(4, 4)
})

// Preload
useTexture.preload('/texture.jpg')

useCubeTexture

import { useCubeTexture } from '@react-three/drei'

function EnvMap() {
  const envMap = useCubeTexture(
    ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
    { path: '/textures/cube/' }
  )

  return (
    <mesh>
      <sphereGeometry />
      <meshStandardMaterial envMap={envMap} metalness={1} roughness={0} />
    </mesh>
  )
}

useEnvironment

import { useEnvironment } from '@react-three/drei'

// Preset
const envMap = useEnvironment({ preset: 'sunset' })
// Presets: apartment, city, dawn, forest, lobby, night, park, studio, sunset, warehouse

// Custom HDR file
const envMap = useEnvironment({ files: '/hdri/studio.hdr' })

// Cube map
const envMap = useEnvironment({
  files: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
  path: '/textures/',
})

useVideoTexture

import { useVideoTexture } from '@react-three/drei'

function VideoPlane() {
  const texture = useVideoTexture('/video.mp4', {
    start: true,
    loop: true,
    muted: true,
    crossOrigin: 'anonymous',
  })

  return (
    <mesh>
      <planeGeometry args={[16/9 * 2, 2]} />
      <meshBasicMaterial map={texture} toneMapped={false} />
    </mesh>
  )
}

useFont

import { useFont, Text3D } from '@react-three/drei'

// Preload font
useFont.preload('/fonts/helvetiker.json')

function Text() {
  return (
    <Text3D font="/fonts/helvetiker.json" size={1} height={0.2}>
      Hello
      <meshStandardMaterial color="gold" />
    </Text3D>
  )
}

Suspense Patterns

Basic Suspense

import { Suspense } from 'react'

function Scene() {
  return (
    <Canvas>
      <Suspense fallback={<Loader />}>
        <Model />
      </Suspense>
    </Canvas>
  )
}

function Loader() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial color="gray" wireframe />
    </mesh>
  )
}

Loading Progress UI

import { useProgress, Html } from '@react-three/drei'

function Loader() {
  const { active, progress, errors, item, loaded, total } = useProgress()

  return (
    <Html center>
      <div className="loader">
        <div className="progress-bar">
          <div style={{ width: `${progress}%` }} />
        </div>
        <p>{Math.round(progress)}% loaded</p>
        <p>Loading: {item}</p>
      </div>
    </Html>
  )
}

function App() {
  return (
    <Canvas>
      <Suspense fallback={<Loader />}>
        <Scene />
      </Suspense>
    </Canvas>
  )
}

Drei Loader Component

import { Loader } from '@react-three/drei'

function App() {
  return (
    <>
      <Canvas>
        <Suspense fallback={null}>
          <Scene />
        </Suspense>
      </Canvas>
      {/* HTML loading overlay */}
      <Loader />
    </>
  )
}

Other Model Formats

OBJ + MTL

import { useLoader } from '@react-three/fiber'
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'
import { MTLLoader } from 'three/examples/jsm/loaders/MTLLoader'

function OBJModel() {
  const materials = useLoader(MTLLoader, '/model.mtl')
  const obj = useLoader(OBJLoader, '/model.obj', (loader) => {
    materials.preload()
    loader.setMaterials(materials)
  })

  return <primitive object={obj} />
}

FBX

import { useFBX } from '@react-three/drei'

function FBXModel() {
  const fbx = useFBX('/model.fbx')

  return <primitive object={fbx} scale={0.01} />
}

// Preload
useFBX.preload('/model.fbx')

STL

import { useLoader } from '@react-three/fiber'
import { STLLoader } from 'three/examples/jsm/loaders/STLLoader'

function STLModel() {
  const geometry = useLoader(STLLoader, '/model.stl')

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial color="gray" />
    </mesh>
  )
}

PLY

import { useLoader } from '@react-three/fiber'
import { PLYLoader } from 'three/examples/jsm/loaders/PLYLoader'

function PLYModel() {
  const geometry = useLoader(PLYLoader, '/model.ply')

  useEffect(() => {
    geometry.computeVertexNormals()
  }, [geometry])

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial vertexColors />
    </mesh>
  )
}

Clone for Multiple Instances

import { useGLTF, Clone } from '@react-three/drei'

function Trees() {
  const { scene } = useGLTF('/models/tree.glb')

  return (
    <>
      <Clone object={scene} position={[0, 0, 0]} />
      <Clone object={scene} position={[5, 0, 0]} />
      <Clone object={scene} position={[-5, 0, 0]} />
      <Clone object={scene} position={[0, 0, 5]} scale={1.5} />
    </>
  )
}

Error Handling

import { useGLTF } from '@react-three/drei'
import { ErrorBoundary } from 'react-error-boundary'

function ModelWithErrorHandling() {
  return (
    <ErrorBoundary fallback={<FallbackModel />}>
      <Suspense fallback={<Loader />}>
        <Model />
      </Suspense>
    </ErrorBoundary>
  )
}

function FallbackModel() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial color="red" wireframe />
    </mesh>
  )
}

Asset Caching

import { useGLTF, useTexture } from '@react-three/drei'

// Assets are automatically cached by URL
// Same URL = same asset instance

function Scene() {
  // These all reference the same cached asset
  const model1 = useGLTF('/model.glb')
  const model2 = useGLTF('/model.glb')
  const model3 = useGLTF('/model.glb')

  // Clear cache if needed
  useGLTF.clear('/model.glb')
}

Performance Tips

1. Preload critical assets: Avoid loading during interaction 2. Use Draco compression: Smaller file sizes 3. Use LOD models: Different detail levels for distance 4. Clone instead of reload: For multiple instances 5. Lazy load non-critical: Load on demand

// Preload strategy
useGLTF.preload('/models/hero.glb')      // Critical
useTexture.preload('/textures/main.jpg')  // Critical

function LazyModel({ visible }) {
  // Only load when visible
  const { scene } = useGLTF(visible ? '/models/detail.glb' : null)
  return scene ? <primitive object={scene} /> : null
}

See Also

  • r3f-animation - Playing loaded animations
  • r3f-textures - Texture configuration
  • r3f-materials - Materials from loaded models

Related skills

How it compares

Choose r3f-loaders for concrete loader hooks and Suspense wiring; choose 3d-web-experience for full 3D experience architecture and performance strategy.

FAQ

What hooks does r3f-loaders teach?

r3f-loaders teaches useGLTF from @react-three/drei, generic useLoader for textures and HDR files, React Suspense boundaries, and preload calls. The included robot.glb example mounts scene primitives inside a Canvas with OrbitControls.

When should I use r3f-loaders over 3d-web-experience?

Use r3f-loaders when the R3F scene structure exists and GLB, texture, or HDR loading causes blank frames or late pops. Use 3d-web-experience for broader scene architecture, library choice, and immersive UX decisions.

Is R3f Loaders safe to install?

skills.sh reports 2 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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