Builds 3D scenes, interactive experiences, and visual effects using Three.js best practices for setup, geometries, lighting, and animations.
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Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.
Use ES module import maps for modern Three.js (r183+):
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/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";
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);
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();
Start by identifying:
Choose appropriate geometry types:
Basic Shapes:
BoxGeometry - cubes, rectangular prismsSphereGeometry - spheres, planetsCylinderGeometry - cylinders, tubesPlaneGeometry - flat surfaces, ground planesTorusGeometry - donuts, ringsCapsuleGeometry is available (stable since r142):
new THREE.CapsuleGeometry(0.5, 1, 4, 8); // radius, length, capSegments, radialSegments
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 reflectionconst material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
metalness: 0.5,
roughness: 0.5,
});
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.
Always add window resize handling:
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
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);
});
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
});
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);
}
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);
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);
}
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture-url.jpg");
const material = new THREE.MeshStandardMaterial({
map: texture,
});
BufferGeometry for custom shapes (more efficient)geometry.dispose();
material.dispose();
texture.dispose();
antialias: true on renderer for smooth edgesoutputEncoding instead of outputColorSpace (renamed in r152)scene.add()renderer.render() in animation loopTHREE.Clock without considering THREE.Timer (recommended in r183)User: "Create an interactive 3D sphere that responds to mouse movement"
SphereGeometry(1, 32, 32) for smooth sphereMeshStandardMaterial for realistic lookBlack screen / Nothing renders:
Poor performance:
Objects not visible:
Shadows:
// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
// Light that casts shadows
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 5);
directionalLight.castShadow = true;
// Configure shadow quality
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
scene.add(directionalLight);
// Objects cast and receive shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
// Ground plane receives shadows
const groundGeometry = new THREE.PlaneGeometry(20, 20);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x808080 });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
Environment Maps & Reflections:
// Create environment map from cubemap
const loader = new THREE.CubeTextureLoader();
const envMap = loader.load([
"px.jpg",
"nx.jpg", // positive x, negative x
"py.jpg",
"ny.jpg", // positive y, negative y
"pz.jpg",
"nz.jpg", // positive z, negative z
]);
scene.environment = envMap; // Affects all PBR materials
scene.background = envMap; // Optional: use as skybox
// Or apply to specific materials
const material = new THREE.MeshStandardMaterial({
metalness: 1.0,
roughness: 0.1,
envMap: envMap,
});
Tone Mapping & Output Encoding:
// Improve color accuracy and HDR rendering
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
renderer.outputColorSpace = THREE.SRGBColorSpace; // Was outputEncoding in older versions
// Makes colors more vibrant and realistic
Fog for Depth:
// Linear fog
scene.fog = new THREE.Fog(0xcccccc, 10, 50); // color, near, far
// Or exponential fog (more realistic)
scene.fog = new THREE.FogExp2(0xcccccc, 0.02); // color, density
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([-1, -1, 0, 1, -1, 0, 1, 1, 0]);
geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));
Post-processing effects are available via import maps or build tools. See threejs-postprocessing skill for EffectComposer, bloom, DOF, and more.
const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
group.rotation.y = Math.PI / 4;
scene.add(group);
Three.js artifacts require systematic setup:
setAnimationLoop)renderer.outputColorSpace = THREE.SRGBColorSpaceFollow these patterns for reliable, performant 3D experiences.
// With npm/vite/webpack:
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
Three.js r183 includes a WebGPU renderer as an alternative to WebGL:
import { WebGPURenderer } from "three/addons/renderers/webgpu/WebGPURenderer.js";
const renderer = new WebGPURenderer({ antialias: true });
await renderer.init();
renderer.setSize(window.innerWidth, window.innerHeight);
WebGPU uses TSL (Three.js Shading Language) instead of GLSL for custom shaders. See threejs-shaders for details.
THREE.Timer is recommended over THREE.Clock as of r183:
const timer = new THREE.Timer();
renderer.setAnimationLoop(() => {
timer.update();
const delta = timer.getDelta();
const elapsed = timer.getElapsed();
mesh.rotation.y += delta;
renderer.render(scene, camera);
});
Benefits over Clock:
setAnimationLoop// Smooth timeline-based animations
import gsap from "gsap";
// Instead of manual animation loops:
gsap.to(mesh.position, {
x: 5,
duration: 2,
ease: "power2.inOut",
});
// Complex sequences:
const timeline = gsap.timeline();
timeline
.to(mesh.rotation, { y: Math.PI * 2, duration: 2 })
.to(mesh.scale, { x: 2, y: 2, z: 2, duration: 1 }, "-=1");
Why GSAP:
// Sync 3D animations with page scroll
let scrollY = window.scrollY;
window.addEventListener("scroll", () => {
scrollY = window.scrollY;
});
function animate() {
requestAnimationFrame(animate);
// Rotate based on scroll position
mesh.rotation.y = scrollY * 0.001;
// Move camera through scene
camera.position.y = -(scrollY / window.innerHeight) * 10;
renderer.render(scene, camera);
}
Advanced scroll libraries:
// Level of Detail (LOD)
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0); // Close up
lod.addLevel(mediumDetailMesh, 10); // Medium distance
lod.addLevel(lowDetailMesh, 50); // Far away
scene.add(lod);
// Instanced meshes for many identical objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial();
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);
// Set transforms for each instance
const matrix = new THREE.Matrix4();
for (let i = 0; i < 1000; i++) {
matrix.setPosition(
Math.random() * 100,
Math.random() * 100,
Math.random() * 100,
);
instancedMesh.setMatrixAt(i, matrix);
}
// In production, load 3D models:
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
const loader = new GLTFLoader();
loader.load("model.gltf", (gltf) => {
scene.add(gltf.scene);
// Traverse and setup materials
gltf.scene.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
});
Import Map Approach:
Production Build Approach:
Three.js r183 + Vite
├── GSAP (animations)
├── React Three Fiber (optional - React integration)
├── Drei (helper components)
├── Leva (debug GUI)
└── Post-processing effects