Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loadingAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
three.js glTF Loading
Load .gltf/.glb models and play their animations in three.js, including compressed geometry (DRACO/Meshopt) and textures (KTX2). Patterns target r186; preserve an existing project's pinned release unless migration is requested.
When to use
- Use to import a 3D model, add it to the scene, inspect its node hierarchy, and
play baked/skinned animation clips with an AnimationMixer.
- Use when files are
.gltf/.glb, or code importsGLTFLoader/
DRACOLoader / KTX2Loader from three/addons/loaders/....
When not to use:* creating the renderer/camera/loop → threejs-scene-setup. Tuning surface look, lights, or shadows on the loaded model → threejs-materials-lighting. Authoring/exporting the model itself (Blender) is out of scope; prefer glTF over OBJ/FBX for runtime.
Core workflow
- Why glTF. It's a transmission format: binary vertex data, PBR materials, and
animations are ready to render with minimal parsing. Prefer it over OBJ (no scene graph, no animation) and FBX (heavy) for the web.
- Load with `GLTFLoader`.
loader.load(url, onLoad, onProgress, onError). The
result gltf has gltf.scene (the Object3D root), gltf.animations (AnimationClip[]), gltf.cameras, and gltf.asset.
- Add `gltf.scene` to your scene and frame it. Inspect the hierarchy with
traverse / getObjectByName to find the parts you'll control.
- Play animations with an `AnimationMixer`. One mixer per animated root;
mixer.clipAction(clip).play(); advance with mixer.update(delta) every frame.
- Decode compressed assets. Attach a
DRACOLoader(and/orKTX2Loader+
Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files.
- Validate changed glTF files when the project already has the tool. Run
gltf-transform validate path/to/model.glb for each changed .gltf or .glb; fix reported errors before loading.
- Verify what loaded — log the scene graph and
gltf.animations, and confirm
the model is visible (right scale, lit) and the clip actually plays.
Patterns
1. Load a model and frame it
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
loader.load(
'assets/robot.glb',
(gltf) => {
const root = gltf.scene;
scene.add(root);
// Inspect: gltf.animations is an array of AnimationClip.
console.log('clips:', gltf.animations.map((c) => c.name));
},
(event) => console.log(`${(event.loaded / event.total) * 100}% loaded`),
(error) => console.error('glTF load failed:', error)
);2. Play a skinned animation with AnimationMixer
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let mixer; // declare outside so the loop can see it
const timer = new THREE.Timer(); // THREE.Clock is deprecated since r183
new GLTFLoader().load('assets/character.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene); // one mixer per animated root
const clip = THREE.AnimationClip.findByName(gltf.animations, 'Run')
?? gltf.animations[0];
mixer.clipAction(clip).play();
});
renderer.setAnimationLoop((time) => {
timer.update(time);
const dt = timer.getDelta();
if (mixer) mixer.update(dt); // advance the animation by real seconds
renderer.render(scene, camera);
});3. Cross-fade between two clips
const actions = {};
mixer = new THREE.AnimationMixer(gltf.scene);
for (const clip of gltf.animations) {
actions[clip.name] = mixer.clipAction(clip);
}
actions['Idle'].play();
function transitionTo(name, duration = 0.3) {
const next = actions[name];
next.reset().play();
for (const [n, action] of Object.entries(actions)) {
if (n !== name) action.crossFadeTo(next, duration, false);
}
}4. DRACO-compressed geometry
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const draco = new DRACOLoader();
// Point at the decoder files you ship (or a pinned CDN copy of the same version).
draco.setDecoderPath('https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/libs/draco/');
const loader = new GLTFLoader();
loader.setDRACOLoader(draco);
loader.load('assets/city-draco.glb', (gltf) => scene.add(gltf.scene));5. Find and animate a named part
new GLTFLoader().load('assets/car.glb', (gltf) => {
scene.add(gltf.scene);
const wheels = [];
gltf.scene.traverse((node) => {
if (node.name.startsWith('Wheel')) wheels.push(node);
});
renderer.setAnimationLoop((time) => {
timer.update(time);
const dt = timer.getDelta();
for (const w of wheels) w.rotation.x += dt * 4;
renderer.render(scene, camera);
});
});Pitfalls
- Model loads but is invisible → it has lit (PBR) materials and the scene has no
light or environment. Add a light or scene.environment (see threejs-materials-lighting), and check scale — glTF is in metres, so a 0.01-scaled asset is tiny.
- `load` is async →
gltfonly exists inside the callback; declaremixer/refs
outside and assign them in the callback, or use await loader.loadAsync(url).
- Animation never moves → you didn't call
mixer.update(delta)each frame, or you
passed milliseconds instead of seconds (use timer.getDelta() after timer.update(time)), or you forgot action.play().
- DRACO/KTX2 model fails → the decoder/transcoder path is wrong or version-
mismatched. setDecoderPath/setTranscoderPath must point at files matching your three.js version.
- Multiple mixers fighting → use one
AnimationMixerper animated root and
create all actions from it; don't make a new mixer per clip.
- Baked-in transforms surprise you → exporters sometimes bake scale/rotation onto
child nodes. Dump the hierarchy (names + position/rotation/scale) before relying on a node's local transform; re-export from the source if the rig is unusable.
- Origins are off → re-parent a part under a fresh
Object3Dto give it a clean
pivot rather than fighting baked offsets.
References
- For the full decode/transcode setup (DRACO + Meshopt + KTX2 together),
loadAsync - a
LoadingManagerprogress bar, reusing models withSkeletonUtils.clone, and
exporter guidance (apply transforms, one clean root), read references/loaders-and-animation.md.
Related skills
threejs-scene-setup— the renderer, camera, and loop this model renders into.threejs-materials-lighting— lighting/environment so PBR models look right.fps-shooter— a 3D genre that composes three.js skills.

