gamedev-skills/awesome-gamedev-agent-skills

threejs-gltf-loading

Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures.

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loading

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

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 imports GLTFLoader /

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

  1. 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.

  1. 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.

  1. Add `gltf.scene` to your scene and frame it. Inspect the hierarchy with

traverse / getObjectByName to find the parts you'll control.

  1. Play animations with an `AnimationMixer`. One mixer per animated root;

mixer.clipAction(clip).play(); advance with mixer.update(delta) every frame.

  1. Decode compressed assets. Attach a DRACOLoader (and/or KTX2Loader +

Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files.

  1. 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.

  1. 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

js
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

js
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

js
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

js
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

js
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 → gltf only exists inside the callback; declare mixer/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 AnimationMixer per 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 Object3D to give it a clean

pivot rather than fighting baked offsets.

References

  • For the full decode/transcode setup (DRACO + Meshopt + KTX2 together), loadAsync
  • a LoadingManager progress bar, reusing models with SkeletonUtils.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.
来自同一仓库

更多 Skills

全部 Skills
gamedev-skills
社区

game-feel

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

安装量
16
GitHub Stars
4316
最近更新
10月24日
gamedev-skills
社区

audio-design

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

安装量
13
GitHub Stars
4316
最近更新
10月24日
gamedev-skills
社区

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC

安装量
13
GitHub Stars
4316
最近更新
10月24日
gamedev-skills
社区

shader-programming

Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

安装量
13
GitHub Stars
4316
最近更新
10月24日