TH

threejs-skills

Build 3D graphics and interactive visual experiences using Three.js.

Install

mkdir -p .claude/skills/threejs-skills && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/833" && unzip -o skill.zip -d .claude/skills/threejs-skills && rm skill.zip

Installs to .claude/skills/threejs-skills

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
191 chars✓ has a “when” trigger
Intermediate

Key capabilities

  • Initialize a Three.js scene with camera and renderer
  • Create 3D objects using basic geometries like BoxGeometry or SphereGeometry
  • Apply materials such as MeshBasicMaterial or MeshStandardMaterial
  • Add lighting to a scene with AmbientLight or DirectionalLight
  • Implement animation loops for continuous rendering
  • Handle window resizing for responsive 3D experiences

How it works

The skill sets up core Three.js components including scene, camera, and renderer, then defines objects, materials, and lighting, concluding with an animation loop and responsiveness handling.

Inputs & outputs

You give it
Description of desired 3D scene, objects, and interactions
You get back
HTML and JavaScript code for a Three.js 3D visualization

When to use threejs-skills

  • Create a 3D rotating object
  • Initialize a WebGL scene
  • Add 3D model interaction to a webpage
  • Create particle system visual effects

About this skill

Three.js Skills

Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.

When to Use

  • Requests 3D visualizations or graphics ("create a 3D model", "show in 3D")
  • Wants interactive 3D experiences ("rotating cube", "explorable scene")
  • Needs WebGL or canvas-based rendering
  • Asks for animations, particles, or visual effects
  • Mentions Three.js, WebGL, or 3D rendering
  • Wants to visualize data in 3D space

Core Setup Pattern

1. Essential Three.js Imports

Use ES module import maps for modern Three.js (r183+):

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
  }
}
</script>
<script type="module">
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
</script>

For production with npm/vite/webpack:

import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";

2. Scene Initialization

Every Three.js artifact needs these core components:

// Scene - contains all 3D objects
const scene = new THREE.Scene();

// Camera - defines viewing perspective
const camera = new THREE.PerspectiveCamera(
  75, // Field of view
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000, // Far clipping plane
);
camera.position.z = 5;

// Renderer - draws the scene
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

3. Animation Loop

Use renderer.setAnimationLoop() (preferred) or requestAnimationFrame:

// Preferred: setAnimationLoop (handles WebXR compatibility)
renderer.setAnimationLoop(() => {
  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.01;
  renderer.render(scene, camera);
});

// Alternative: manual requestAnimationFrame
function animate() {
  requestAnimationFrame(animate);
  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.01;
  renderer.render(scene, camera);
}
animate();

Systematic Development Process

1. Define the Scene

Start by identifying:

  • What objects need to be rendered
  • Camera position and field of view
  • Lighting setup required
  • Interaction model (static, rotating, user-controlled)

2. Build Geometry

Choose appropriate geometry types:

Basic Shapes:

  • BoxGeometry - cubes, rectangular prisms
  • SphereGeometry - spheres, planets
  • CylinderGeometry - cylinders, tubes
  • PlaneGeometry - flat surfaces, ground planes
  • TorusGeometry - donuts, rings

CapsuleGeometry is available (stable since r142):

new THREE.CapsuleGeometry(0.5, 1, 4, 8); // radius, length, capSegments, radialSegments

3. Apply Materials

Choose materials based on visual needs:

Common Materials:

  • MeshBasicMaterial - unlit, flat colors (no lighting needed)
  • MeshStandardMaterial - physically-based, realistic (needs lighting)
  • MeshPhongMaterial - shiny surfaces with specular highlights
  • MeshLambertMaterial - matte surfaces, diffuse reflection
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  metalness: 0.5,
  roughness: 0.5,
});

4. Add Lighting

If using lit materials (Standard, Phong, Lambert), add lights:

// Ambient light - general illumination
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

// Directional light - like sunlight
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);

Skip lighting if using MeshBasicMaterial - it's unlit by design.

5. Handle Responsiveness

Always add window resize handling:

window.addEventListener("resize", () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Common Patterns

Rotating Object

function animate() {
  requestAnimationFrame(animate);
  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.01;
  renderer.render(scene, camera);
}

OrbitControls

With import maps or build tools, OrbitControls works directly:

import { OrbitControls } from "three/addons/controls/OrbitControls.js";

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;

// Update in animation loop
renderer.setAnimationLoop(() => {
  controls.update();
  renderer.render(scene, camera);
});

Custom Camera Controls (Alternative)

For lightweight custom controls without importing OrbitControls:

let isDragging = false;
let previousMousePosition = { x: 0, y: 0 };

renderer.domElement.addEventListener("mousedown", () => {
  isDragging = true;
});

renderer.domElement.addEventListener("mouseup", () => {
  isDragging = false;
});

renderer.domElement.addEventListener("mousemove", (event) => {
  if (isDragging) {
    const deltaX = event.clientX - previousMousePosition.x;
    const deltaY = event.clientY - previousMousePosition.y;

    // Rotate camera around scene
    const rotationSpeed = 0.005;
    camera.position.x += deltaX * rotationSpeed;
    camera.position.y -= deltaY * rotationSpeed;
    camera.lookAt(scene.position);
  }

  previousMousePosition = { x: event.clientX, y: event.clientY };
});

// Zoom with mouse wheel
renderer.domElement.addEventListener("wheel", (event) => {
  event.preventDefault();
  camera.position.z += event.deltaY * 0.01;
  camera.position.z = Math.max(2, Math.min(20, camera.position.z)); // Clamp
});

Raycasting for Object Selection

Detect mouse clicks and hovers on 3D objects:

const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
const clickableObjects = []; // Array of meshes that can be clicked

// Update mouse position
window.addEventListener("mousemove", (event) => {
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});

// Detect clicks
window.addEventListener("click", () => {
  raycaster.setFromCamera(mouse, camera);
  const intersects = raycaster.intersectObjects(clickableObjects);

  if (intersects.length > 0) {
    const clickedObject = intersects[0].object;
    // Handle click - change color, scale, etc.
    clickedObject.material.color.set(0xff0000);
  }
});

// Hover effect in animation loop
function animate() {
  requestAnimationFrame(animate);

  raycaster.setFromCamera(mouse, camera);
  const intersects = raycaster.intersectObjects(clickableObjects);

  // Reset all objects
  clickableObjects.forEach((obj) => {
    obj.scale.set(1, 1, 1);
  });

  // Highlight hovered object
  if (intersects.length > 0) {
    intersects[0].object.scale.set(1.2, 1.2, 1.2);
    document.body.style.cursor = "pointer";
  } else {
    document.body.style.cursor = "default";
  }

  renderer.render(scene, camera);
}

Particle System

const particlesGeometry = new THREE.BufferGeometry();
const particlesCount = 1000;
const posArray = new Float32Array(particlesCount * 3);

for (let i = 0; i < particlesCount * 3; i++) {
  posArray[i] = (Math.random() - 0.5) * 10;
}

particlesGeometry.setAttribute(
  "position",
  new THREE.BufferAttribute(posArray, 3),
);

const particlesMaterial = new THREE.PointsMaterial({
  size: 0.02,
  color: 0xffffff,
});

const particlesMesh = new THREE.Points(particlesGeometry, particlesMaterial);
scene.add(particlesMesh);

User Interaction (Mouse Movement)

let mouseX = 0;
let mouseY = 0;

document.addEventListener("mousemove", (event) => {
  mouseX = (event.clientX / window.innerWidth) * 2 - 1;
  mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
});

function animate() {
  requestAnimationFrame(animate);
  camera.position.x = mouseX * 2;
  camera.position.y = mouseY * 2;
  camera.lookAt(scene.position);
  renderer.render(scene, camera);
}

Loading Textures

const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture-url.jpg");

const material = new THREE.MeshStandardMaterial({
  map: texture,
});

Best Practices

Performance

  • Reuse geometries and materials when creating multiple similar objects
  • Use BufferGeometry for custom shapes (more efficient)
  • Limit particle counts to maintain 60fps (start with 1000-5000)
  • Dispose of resources when removing objects:
    geometry.dispose();
    material.dispose();
    texture.dispose();
    

Visual Quality

  • Always set antialias: true on renderer for smooth edges
  • Use appropriate camera FOV (45-75 degrees typical)
  • Position lights thoughtfully - avoid overlapping multiple bright lights
  • Add ambient + directional lighting for realistic scenes

Code Organization

  • Initialize scene, camera, renderer at the top
  • Group related objects (e.g., all particles in one group)
  • Keep animation logic in the animate function
  • Separate object creation into functions for complex scenes

Common Pitfalls to Avoid

  • ❌ Using outputEncoding instead of outputColorSpace (renamed in r152)
  • ❌ Forgetting to add objects to scene with scene.add()
  • ❌ Using lit materials without adding lights
  • ❌ Not handling window resize
  • ❌ Forgetting to call renderer.render() in animation loop
  • ❌ Using THREE.Clock without considering THREE.Timer (recommended in r183)

Example Workflow

User: "Create an interactive 3D sphere that responds to mouse movement"

  1. Setup: Import Three.js, create scene/camera/renderer
  2. Geometry: Create SphereGeometry(1, 32, 32) for smooth sphere
  3. Material: Use MeshStandardMaterial for realistic look
  4. Lighting: A

Content truncated.

How it compares

This skill provides a systematic development process for Three.js, guiding through scene definition, geometry, materials, and lighting, which differs from ad-hoc 3D web graphics.

Compared to similar skills

threejs-skills side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
threejs-skills (this skill)614moNo flagsIntermediate
3d-graphics336moNo flagsAdvanced
threejs-shaders46moNo flagsAdvanced
gsap38moReviewIntermediate

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