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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 r184; 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.
- 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 clock = new THREE.Clock();
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(() => {
const dt = clock.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@0.184.0/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(() => {
const dt = clock.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 clock.getDelta()), 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.

