threejs-skills
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.
Install
mkdir -p .claude/skills/threejs-skills-fbgouveia && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/15692" && unzip -o skill.zip -d .claude/skills/threejs-skills-fbgouveia && rm skill.zipInstalls to .claude/skills/threejs-skills-fbgouveia
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.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
Always use the correct CDN version (r128):
import * as THREE from "https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js";
CRITICAL: Do NOT use example imports like THREE.OrbitControls - they won't work on the CDN.
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 requestAnimationFrame for smooth rendering:
function animate() {
requestAnimationFrame(animate);
// Update object transformations here
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 prismsSphereGeometry- spheres, planetsCylinderGeometry- cylinders, tubesPlaneGeometry- flat surfaces, ground planesTorusGeometry- donuts, rings
IMPORTANT: Do NOT use CapsuleGeometry (introduced in r142, not available in r128)
Alternatives for capsules:
- Combine
CylinderGeometry+ 2SphereGeometry - Use
SphereGeometrywith adjusted parameters - Create custom geometry with vertices
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 highlightsMeshLambertMaterial- 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);
}
Custom Camera Controls (OrbitControls Alternative)
Since THREE.OrbitControls isn't available on CDN, implement custom controls:
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
BufferGeometryfor 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: trueon 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
THREE.OrbitControls- not available on CDN - ❌ Using
THREE.CapsuleGeometry- requires r142+ - ❌ 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
Example Workflow
User: "Create an interactive 3D sphere that responds to mouse movement"
- Setup: Import Three.js (r128), create scene/camera/renderer
- Geometry: Create
SphereGeometry(1, 32, 32)for smooth sphere - Material: Use
MeshStandardMaterialfor realistic look - Lighting: Add ambient + directional lights
- Interaction: Track mouse position, update camera
- Animation: Rotate sphere, render continuously
- Responsive: Add window resize handler
- Result: Smooth, interactive 3D sphere ✓
Troubleshooting
Black screen / Nothing renders:
- Check if objects added to scene
- Verify camera position isn't inside objects
- Ensure renderer.render() is called
- Add lights if using lit materials
Poor performance:
- Reduce particle count
- Lower geometry detail (segments)
- Reuse materials/geometries
- Check browser console for errors
Objects not visible:
- Check object position vs camera position
- Verify material has visible color/properties
- Ensure camera far plane includes objects
- Add lighting if needed
Advanced Techniques
Visual Polish for Portfolio-Grade Rendering
**Shadows:
Content truncated.