skills/threejs-builder/SKILL.md
Creates simple Three.js web apps with scene setup, lighting, geometries, materials, animations, and responsive rendering. Use for: "Create a threejs scene/app/showcase" or when user wants 3D web content. Supports ES modules, modern Three.js r150+ APIs.
npx skillsauth add jochenyang/jochen-ai-rules threejs-builderInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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A focused skill for creating simple, performant Three.js web applications using modern ES module patterns.
Important: Read the appropriate reference file when working on specific topics.
| Topic | File | Use When | |-------------------------|-----------------------------------------------------------------------|---------------------------------------------------------------| | GLTF Models | gltf-loading-guide.md | Loading, caching, cloning 3D models, SkeletonUtils | | Reference Frames | reference-frame-contract.md | Calibration, anchoring, axis correctness, debugging | | Game Development | game-patterns.md | State machines, animation switching, parallax, object pooling | | Advanced Topics | advanced-topics.md | Post-processing, shaders, physics, instancing | | Anti-Patterns | anti-patterns.md | Common mistakes, performance issues, code organization | | Variation Guidance | variation-guidance.md | Visual variety, color palettes, animation styles | | Calibration Helpers | scripts/README.md | GLTF calibration helper installation and usage |
Three.js is built on the scene graph—a hierarchical tree of objects where parent transformations affect children. Understanding this mental model is key to effective 3D web development.
Before creating a Three.js app, ask:
Core principles:
scene renders. Use Group for hierarchical transforms.requestAnimationFrame or renderer.setAnimationLoop.Understanding Three.js's right-handed coordinate system is essential to avoid inverted movement, wrong-facing models, and broken collision detection.
+Y (up)
|
|
|_______ +X (right)
/
/
+Z (toward camera/viewer)
Memory aid: Point your thumb (+X), index finger (+Y), middle finger (+Z) - that's right-handed coordinates.
| Axis | Direction | Common Usage | |------|------------------|---------------------------------------------| | +X | Right | Strafe right, spawn right | | -X | Left | Strafe left, spawn left | | +Y | Up | Jump, height | | -Y | Down | Fall, gravity | | +Z | Toward camera | Approach viewer, "forward" in many setups | | -Z | Away from camera | Retreat, GLTF models face -Z by default |
CRITICAL: GLTF models exported from Blender/Maya face -Z (into the screen) by default.
// GLTF model faces -Z. To face +Z (toward camera):
model.rotation.y = Math.PI; // 180° rotation
// To face +X (right):
model.rotation.y = -Math.PI / 2; // -90°
// To face -X (left):
model.rotation.y = Math.PI / 2; // +90°
PROBLEM: When camera is at an angle (e.g., isometric view), raw WASD input moves wrong!
// ❌ WRONG - Input is world-axis relative, not camera-relative
if (keyW) player.position.z -= speed; // Moves toward -Z, not "forward" from player's view
if (keyD) player.position.x += speed; // Moves +X, not "right" from camera's view
// ✓ CORRECT - Calculate camera-relative directions
function updateMovement(deltaTime) {
// Get camera's forward direction, projected onto ground (XZ plane)
const forward = new THREE.Vector3();
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
// Calculate right vector (cross product of forward and world up)
const right = new THREE.Vector3();
right.crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
// Apply input relative to camera orientation
const velocity = new THREE.Vector3();
if (inputState.up) velocity.add(forward);
if (inputState.down) velocity.sub(forward);
if (inputState.right) velocity.add(right);
if (inputState.left) velocity.sub(right);
if (velocity.length() > 0) {
velocity.normalize().multiplyScalar(speed * deltaTime);
player.position.add(velocity);
// Face movement direction
player.rotation.y = Math.atan2(velocity.x, velocity.z);
}
}
Why this matters: With camera at (8, 11, -6) looking at (0, 1, 3):
-Z, it's roughly +Z+X, it's roughly -X + Z<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js App</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { overflow: hidden; background: #000; }
canvas { display: block; }
</style>
</head>
<body>
<script type="module">
import * as THREE from 'https://unpkg.com/[email protected]/build/three.module.js';
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Your 3D content here
// ...
camera.position.z = 5;
// Animation loop
renderer.setAnimationLoop((time) => {
renderer.render(scene, camera);
});
// Handle resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>
Built-in primitives cover most simple app needs. Use BufferGeometry only for custom shapes.
Common primitives:
BoxGeometry(width, height, depth) - cubes, boxesSphereGeometry(radius, widthSegments, heightSegments) - balls, planetsCylinderGeometry(radiusTop, radiusBottom, height) - tubes, cylindersTorusGeometry(radius, tube) - donuts, ringsPlaneGeometry(width, height) - floors, walls, backgroundsConeGeometry(radius, height) - spikes, conesIcosahedronGeometry(radius, detail) - low-poly spheres (detail=0)Usage:
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
Choose material based on lighting needs and visual style.
Material selection guide:
MeshBasicMaterial - No lighting, flat colors. Use for: UI, wireframes, unlit effectsMeshStandardMaterial - PBR lighting. Default for realistic surfacesMeshPhysicalMaterial - Advanced PBR with clearcoat, transmission. Glass, waterMeshNormalMaterial - Debug, rainbow colors based on normalsMeshPhongMaterial - Legacy, shininess control. Faster than StandardCommon material properties:
{
color: 0x44aa88, // Hex color
roughness: 0.5, // 0=glossy, 1=matte (Standard/Physical)
metalness: 0.0, // 0=non-metal, 1=metal (Standard/Physical)
emissive: 0x000000, // Self-illumination color
wireframe: false, // Show edges only
transparent: false, // Enable transparency
opacity: 1.0, // 0=invisible, 1=opaque (needs transparent:true)
side: THREE.FrontSide // FrontSide, BackSide, DoubleSide
}
No light = black screen (except BasicMaterial/NormalMaterial).
Light types:
AmbientLight(intensity) - Base illumination everywhere. Use 0.3-0.5DirectionalLight(color, intensity) - Sun-like, parallel rays. Cast shadowsPointLight(color, intensity, distance) - Light bulb, emits in all directionsSpotLight(color, intensity, angle, penumbra) - Flashlight, cone of lightTypical lighting setup:
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const mainLight = new THREE.DirectionalLight(0xffffff, 1);
mainLight.position.set(5, 10, 7);
scene.add(mainLight);
const fillLight = new THREE.DirectionalLight(0x88ccff, 0.5);
fillLight.position.set(-5, 0, -5);
scene.add(fillLight);
Shadows (advanced, use when needed):
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
mesh.castShadow = true;
mesh.receiveShadow = true;
Transform objects over time using the animation loop.
Animation patterns:
renderer.setAnimationLoop((time) => {
mesh.rotation.x = time * 0.001;
mesh.rotation.y = time * 0.0005;
renderer.render(scene, camera);
});
renderer.setAnimationLoop((time) => {
mesh.position.y = Math.sin(time * 0.002) * 0.5;
renderer.render(scene, camera);
});
const mouse = new THREE.Vector2();
window.addEventListener('mousemove', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});
renderer.setAnimationLoop(() => {
mesh.rotation.x = mouse.y * 0.5;
mesh.rotation.y = mouse.x * 0.5;
renderer.render(scene, camera);
});
Import OrbitControls from examples for interactive camera movement:
<script type="module">
import * as THREE from 'https://unpkg.com/[email protected]/build/three.module.js';
import { OrbitControls } from 'https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js';
// ... scene setup ...
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});
</script>
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff88 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
renderer.setAnimationLoop((time) => {
cube.rotation.x = time * 0.001;
cube.rotation.y = time * 0.001;
renderer.render(scene, camera);
});
const particleCount = 1000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount * 3; i += 3) {
positions[i] = (Math.random() - 0.5) * 50;
positions[i + 1] = (Math.random() - 0.5) * 50;
positions[i + 2] = (Math.random() - 0.5) * 50;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({ color: 0xffffff, size: 0.1 });
const particles = new THREE.Points(geometry, material);
scene.add(particles);
// Background grid
const gridHelper = new THREE.GridHelper(50, 50, 0x444444, 0x222222);
scene.add(gridHelper);
// Foreground object
const mainGeometry = new THREE.IcosahedronGeometry(1, 0);
const mainMaterial = new THREE.MeshStandardMaterial({
color: 0xff6600,
flatShading: true
});
const mainMesh = new THREE.Mesh(mainGeometry, mainMaterial);
scene.add(mainMesh);
Three.js uses hexadecimal color format: 0xRRGGBB
Common hex colors:
0x000000, White: 0xffffff0xff0000, Green: 0x00ff00, Blue: 0x0000ff0x00ffff, Magenta: 0xff00ff, Yellow: 0xffff000xff8800, Purple: 0x8800ff, Pink: 0xff0088Three.js is a tool for interactive 3D on the web.
Effective Three.js apps:
Modern Three.js (r150+) uses ES modules from three package or CDN. CommonJS patterns and global THREE variable are legacy.
Claude is capable of creating elegant, performant 3D web experiences. These patterns guide the way—they don't limit the result.
For specific topics, see the Reference Files table at the top of this document.
phaser-builddeveloperdeveloperdeveloperPause and ask the owner before:
Every use of this skill should end with:
Skill Fit - why Three.js is the right implementation pathPrimary Deliverable - scene/app design or implementation artifactExecution Evidence - files touched, references consulted, and validation performedRisks / Open Questions - rendering, asset, or performance concernsNext Action - the next concrete build, polish, or verification stepdatabases
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