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Threejs Procedural Animation

scottstts/threejs-procedural-animation

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

3k tokens
context cost
the whole folder, loaded on every use
3
files
instructions only
0
copies elsewhere
how many repositories repackaged it
527
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-animation

The instruction itself

4 sections, as written by the author

Procedural Animation

Animate semantic state, not unrelated transform curves. Define phases,

coordinate frames, velocities, and ownership before writing per-frame updates.

Build order

  • Define the timeline phases and event boundaries.
  • Choose the frame for each motion: world, subject local, orbital radial,

docking axis, or camera shot.

  • Derive target position/orientation from that frame.
  • Use analytic kinematics for authored travel and springs for responsive

convergence.

  • Preserve world transforms when detaching children from a hierarchy.
  • Separate translation, alignment, spin, and secondary debris state.
  • Clamp integration delta and reset every state variable on replay/disposal.

Read references/procedural-motion-and-docking-systems.md

for the launch, staging, docking, debris, spring, quaternion, and

frame-rate-independent response implementations.

Non-negotiable rules

  • Use elapsed seconds and deltaSeconds; do not make motion frame-count based.
  • Derive orientation from direction/frame, then apply roll or spin as a

separate quaternion.

  • Decompose docking error into axial and radial components.
  • Switch from spring convergence to an exact terminal pose at the end of a

sequence.

  • When reparenting an animated object, capture world position, quaternion, and

scale before removal.

  • Use seeded randomness when motion must be reproducible.
  • Keep visual shake in a bounded envelope and separate it from trajectory.

Routing boundary

Use $threejs-camera-direction for shot composition and camera handoffs.

Use $threejs-procedural-vfx when the deliverable is primarily plasma, sparks,

or effect pooling rather than object transform motion.

How to use it

Copy the folder

Take scottstts/threejs-procedural-animation 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.