Now liveThe Skillselion MCP - thousands of ranked skills, loaded into your agent mid-task. No install.Get it →
openaec-foundation avatar

Threejs Impl Animation

  • 21 installs
  • 11 repo stars
  • Updated July 8, 2026
  • openaec-foundation/three.js-claude-skill-package

Helps with ai & agent building tasks.

About

threejs-impl-animation is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.

  • threejs-impl-animation
  • AI & Agent Building
  • AI-coding skill

Threejs Impl Animation by the numbers

  • 21 all-time installs (skills.sh)
  • +2 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #10,307 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/openaec-foundation/three.js-claude-skill-package --skill threejs-impl-animation

Add your badge

Show developers this skill is listed on Skillselion. Paste this into your README.

Listed on Skillselion
Installs21
repo stars11
Last updatedJuly 8, 2026
Repositoryopenaec-foundation/three.js-claude-skill-package

What it does

Helps with ai & agent building tasks.

Files

SKILL.mdMarkdownGitHub ↗

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 \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

  • references/methods.md -- Full API signatures
  • references/examples.md -- Working code examples
  • references/anti-patterns.md -- What NOT to do

Official Sources

  • https://threejs.org/docs/#api/en/animation/AnimationMixer
  • https://threejs.org/docs/#api/en/animation/AnimationAction
  • https://threejs.org/docs/#api/en/animation/AnimationClip
  • https://threejs.org/docs/#api/en/animation/KeyframeTrack
  • https://threejs.org/docs/#api/en/core/Clock
  • https://threejs.org/examples/#webgl_animation_skinning_blending

Related skills

This week in AI coding

Five minutes, every Monday - the tools, releases and tactics for developers.

unsubscribe anytime.