scottstts/threejs-awesome-graphics-agent-skills

threejs-procedural-animation

Build advanced procedural animation in Three.js.

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원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Procedural Animation

Animate semantic state, not unrelated transform curves. Define phases, coordinate frames, velocities, and ownership before writing per-frame updates.

Build order

  1. Define the timeline phases and event boundaries.
  2. Choose the frame for each motion: world, subject local, orbital radial,

docking axis, or camera shot.

  1. Derive target position/orientation from that frame.
  2. Use analytic kinematics for authored travel and springs for responsive

convergence.

  1. Preserve world transforms when detaching children from a hierarchy.
  2. Separate translation, alignment, spin, and secondary debris state.
  3. Clamp integration delta and reset every state variable on replay/disposal.

Read references/procedural-motion-and-docking-systems.md for the launch, staging, docking, debris, spring, quaternion, and frame-rate-independent response implementations.

Non-negotiable rules

  • Use elapsed seconds and deltaSeconds; do not make motion frame-count based.
  • Derive orientation from direction/frame, then apply roll or spin as a

separate quaternion.

  • Decompose docking error into axial and radial components.
  • Switch from spring convergence to an exact terminal pose at the end of a

sequence.

  • When reparenting an animated object, capture world position, quaternion, and

scale before removal.

  • Use seeded randomness when motion must be reproducible.
  • Keep visual shake in a bounded envelope and separate it from trajectory.

Routing boundary

Use $threejs-camera-direction for shot composition and camera handoffs. Use $threejs-procedural-vfx when the deliverable is primarily plasma, sparks, or effect pooling rather than object transform motion.

같은 저장소의 Skills

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Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.

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threejs-camera-direction

Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.

설치 수
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Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

설치 수
2
GitHub Stars
911
업데이트
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