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Threejs Gltf Loading

gamedev-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. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loading

The instruction itself

12 sections, as written by the author

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

r165+, verified against r184.

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

  • 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.

  • 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.

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

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

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

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

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

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

files.

  • 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

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

import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

let mixer;                                  // declare outside so the loop can see it
const clock = new THREE.Clock();

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(() => {
  const dt = clock.getDelta();
  if (mixer) mixer.update(dt);              // advance the animation by real seconds
  renderer.render(scene, camera);
});

3. Cross-fade between two clips

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

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/[email protected]/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

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(() => {
    const dt = clock.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 asyncgltf 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 clock.getDelta()), 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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/threejs-gltf-loading from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.