MCPInstall

threejs-animation

three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.

Installs
415
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-animation
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads threejs-animation automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

When to use this skill

ALWAYS use this skill when the user mentions:

  • AnimationMixer.update, AnimationAction play/pause/stop, crossfade, synchronized clips
  • AnimationClip from glTF or AnimationClipCreator, retargeting caveats at API level
  • Keyframe tracks: position/rotation/scale/color tracks, boolean/string tracks where applicable
  • IK: CCDIKSolver / CCDIKHelper from addons

IMPORTANT: animation vs objects

  • threejs-animation = time evaluation and tracks.
  • threejs-objects = SkinnedMesh/Skeleton attachment, bind pose—mesh side.

Trigger phrases include:

  • "AnimationMixer", "AnimationAction", "AnimationClip", "crossFade", "KeyframeTrack"
  • "动画混合", "骨骼动画", "剪辑", "淡入淡出"

How to use this skill

  1. Collect clips from gltf.animations or create with utilities / AnimationClipCreator.
  2. Create mixer bound to root object (often scene or rig root).
  3. Create actions per clip via mixer.clipAction(clip); configure loop mode (LoopOnce, LoopRepeat, LoopPingPong).
  4. Per frame: compute delta seconds (use Clock from core—documented under Core in docs index), call mixer.update(delta).
  5. Blending: adjust weight, crossFadeTo, enabled flags; watch for additive vs full replacement semantics per docs.
  6. PropertyBinding: understand path strings targeting bones/morphs—errors often from wrong object names.
  7. IK addon: attach solver after base animation if using CCD IK from examples.

See examples/workflow-mixer-action.md.

Doc map (official)

More: references/official-sections.md.

Scope

  • In scope: Core Animation module, keyframe pipeline, listed addons for clip creation and IK.
  • Out of scope: DCC export best practices; physics ragdoll; audio sync (link conceptually only).

Common pitfalls and best practices

  • Forgetting mixer.update freezes animation; double update per frame speeds up.
  • Mixing clips with incompatible hierarchies causes violent pops—validate bind pose.
  • Root motion must be handled in game logic if not baked—document explicitly.
  • Large track counts cost CPU—strip unused tracks in preprocessing when possible.

Documentation and version

Behavior of AnimationMixer, tracks, and glTF animation import can change between three.js majors. Treat the Animation section of the docs index as authoritative for the user’s installed version; when upgrading, check the three.js repository release notes and migration notes for renamed properties or loader output.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Cite the exact class (AnimationMixer, AnimationAction, etc.) or addon (CCDIKSolver) from the official docs.
  2. Include at least one https://threejs.org/docs/... link (e.g. AnimationAction).
  3. Relate clips to SkinnedMesh / skeleton via threejs-objects when deformation is involved.
  4. Mention mixer.update(delta) and a stable time source (Clock) explicitly.
  5. Reference official examples by name only (no full file paste).

References

Keywords

English: animationmixer, animationaction, animationclip, keyframetrack, crossfade, skinning, propertybinding, three.js

中文: 动画混合、AnimationMixer、AnimationAction、关键帧、骨骼动画、剪辑、淡入淡出、three.js

FAQ

What does the threejs-animation skill do?

three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.

How do I install threejs-animation?

Run npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-animation in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/threejs-animation/ (personal) or .claude/skills/threejs-animation/ (project).

Which AI agents can use threejs-animation?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is threejs-animation safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains threejs-animation?

It is published by full-stack-skills in full-stack-skills/threejs-skills. It has 415 recorded installs.

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