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threejs-animation

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CloudAI-X/threejs-skills/skills/threejs-animation
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name: threejs-animation description: Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.

Three.js Animation

Quick Start

import * as THREE from "three"; // Simple procedural animation const clock = new THREE.Clock(); function animate() { const delta = clock.getDelta(); const elapsed = clock.getElapsedTime(); mesh.rotation.y += delta; mesh.position.y = Math.sin(elapsed) * 0.5; requestAnimationFrame(animate); renderer.render(scene, camera); } animate();

Animation System Overview

Three.js animation system has three main components:

  1. AnimationClip - Container for keyframe data
  2. AnimationMixer - Plays animations on a root object
  3. AnimationAction - Controls playback of a clip

AnimationClip

Stores keyframe animation data.

// Create animation clip const times = [0, 1, 2]; // Keyframe times (seconds) const values = [0, 1, 0]; // Values at each keyframe const track = new THREE.NumberKeyframeTrack( ".position[y]", // Property path times, values, ); const clip = new THREE.AnimationClip("bounce", 2, [track]);

KeyframeTrack Types

// Number track (single value) new THREE.NumberKeyframeTrack(".opacity", times, [1, 0]); new THREE.NumberKeyframeTrack(".material.opacity", times, [1, 0]); // Vector track (position, scale) new THREE.VectorKeyframeTrack(".position", times, [ 0, 0, 0, // t=0 1, 2, 0, // t=1 0, 0, 0, // t=2 ]); // Quaternion track (rotation) const q1 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0)); const q2 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, Math.PI, 0)); new THREE.QuaternionKeyframeTrack( ".quaternion", [0, 1], [q1.x, q1.y, q1.z, q1.w, q2.x, q2.y, q2.z, q2.w], ); // Color track new THREE.ColorKeyframeTrack(".material.color", times, [ 1, 0, 0, // red 0, 1, 0, // green 0, 0, 1, // blue ]); // Boolean track new THREE.BooleanKeyframeTrack(".visible", [0, 0.5, 1], [true, false, true]); // String track (for morph targets) new THREE.StringKeyframeTrack( ".morphTargetInfluences[smile]", [0, 1], ["0", "1"], );

Interpolation Modes

const track = new THREE.VectorKeyframeTrack(".position", times, values); // Interpolation track.setInterpolation(THREE.InterpolateLinear); // Default track.setInterpolation(THREE.InterpolateSmooth); // Cubic spline track.setInterpolation(THREE.InterpolateDiscrete); // Step function

AnimationMixer

Plays animations on an object and its descendants.

const mixer = new THREE.AnimationMixer(model); // Create action from clip const action = mixer.clipAction(clip); action.play(); // Update in animation loop function animate() { const delta = clock.getDelta(); mixer.update(delta); // Required! requestAnimationFrame(animate); renderer.render(scene, camera); }

Mixer Events

mixer.addEventListener("finished", (e) => { console.log("Animation finished:", e.action.getClip().name); }); mixer.addEventListener("loop", (e) => { console.log("Animation looped:", e.action.getClip().name); });

AnimationAction

Controls playback of an animation clip.

const action = mixer.clipAction(clip); // Playback control action.play(); action.stop(); action.reset(); action.halt(fadeOutDuration); // Playback state action.isRunning(); action.isScheduled(); // Time control action.time = 0.5; // Current time action.timeScale = 1; // Playback speed (negative = reverse) action.paused = false; // Weight (for blending) action.weight = 1; // 0-1, contribution to final pose action.setEffectiveWeight(1); // Loop modes action.loop = THREE.LoopRepeat; // Default: loop forever action.loop = THREE.LoopOnce; // Play once and stop action.loop = THREE.LoopPingPong; // Alternate forward/backward action.repetitions = 3; // Number of loops (Infinity default) // Clamping action.clampWhenFinished = true; // Hold last frame when done // Blending action.blendMode = THREE.NormalAnimationBlendMode; action.blendMode = THREE.AdditiveAnimationBlendMode;

Fade In/Out

// Fade in action.reset().fadeIn(0.5).play(); // Fade out action.fadeOut(0.5); // Crossfade between animations const action1 = mixer.clipAction(clip1); const action2 = mixer.clipAction(clip2); action1.play(); // Later, crossfade to action2 action1.crossFadeTo(action2, 0.5, true); action2.play();

Loading GLTF Animations

Most common source of skeletal animations.

import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js"; const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { const model = gltf.scene; scene.add(model); // Create mixer const mixer = new THREE.AnimationMixer(model); // Get all clips const clips = gltf.animations; console.log( "Available animations:", clips.map((c) => c.name), ); // Play first animation if (clips.length > 0) { const action = mixer.clipAction(clips[0]); action.play(); } // Play specific animation by name const walkClip = THREE.AnimationClip.findByName(clips, "Walk"); if (walkClip) { mixer.clipAction(walkClip).play(); } // Store mixer for update loop window.mixer = mixer; }); // Animation loop function animate() { const delta = clock.getDelta(); if (window.mixer) window.mixer.update(delta); requestAnimationFrame(animate); renderer.render(scene, camera); }

Skeletal Animation

Skeleton and Bones

// Access skeleton from skinned mesh const skinnedMesh = model.getObjectByProperty("type", "SkinnedMesh"); const skeleton = skinnedMesh.skeleton; // Access bones skeleton.bones.forEach((bone) => { console.log(bone.name, bone.position, bone.rotation); }); // Find specific bone by name const headBone = skeleton.bones.find((b) => b.name === "Head"); if (headBone) headBone.rotation.y = Math.PI / 4; // Turn head // Skeleton helper const helper = new THREE.SkeletonHelper(model); scene.add(helper);

Programmatic Bone Animation

function animate() { const time = clock.getElapsedTime(); // Animate bone const headBone = skeleton.bones.find((b) => b.name === "Head"); if (headBone) { headBone.rotation.y = Math.sin(time) * 0.3; } // Update mixer if also playing clips mixer.update(clock.getDelta()); }

Bone Attachments

// Attach object to bone const weapon = new THREE.Mesh(weaponGeometry, weaponMaterial); const handBone = skeleton.bones.find((b) => b.name === "RightHand"); if (handBone) handBone.add(weapon); // Offset attachment weapon.position.set(0, 0, 0.5); weapon.rotation.set(0, Math.PI / 2, 0);

Morph Targets

Blend between different mesh shapes.

// Morph targets are stored in geometry const geometry = mesh.geometry; console.log("Morph attributes:", Object.keys(geometry.morphAttributes)); // Access morph target influences mesh.morphTargetInfluences; // Array of weights mesh.morphTargetDictionary; // Name -> index mapping // Set morph target by index mesh.morphTargetInfluences[0] = 0.5; // Set by name const smileIndex = mesh.morphTargetDictionary["smile"]; mesh.morphTargetInfluences[smileIndex] = 1;

Animating Morph Targets

// Procedural function animate() { const t = clock.getElapsedTime(); mesh.morphTargetInfluences[0] = (Math.sin(t) + 1) / 2; } // With keyframe animation const track = new THREE.NumberKeyframeTrack( ".morphTargetInfluences[smile]", [0, 0.5, 1], [0, 1, 0], ); const clip = new THREE.AnimationClip("smile", 1, [track]); mixer.clipAction(clip).play();

Animation Blending

Mix multiple animations together.

// Setup actions const idleAction = mixer.clipAction(idleClip); const walkAction = mixer.clipAction(walkClip); const runAction = mixer.clipAction(runClip); // Play all with different weights idleAction.play(); walkAction.play(); runAction.play(); // Set initial weights idleAction.setEffectiveWeight(1); walkAction.setEffectiveWeight(0); runAction.setEffectiveWeight(0); // Blend based on speed function updateAnimations(speed) { if (speed < 0.1) { idleAction.setEffectiveWeight(1); walkAction.setEffectiveWeight(0); runAction.setEffectiveWeight(0); } else if (speed < 5) { const t = speed / 5; idleAction.setEffectiveWeight(1 - t); walkAction.setEffectiveWeight(t); runAction.setEffectiveWeight(0); } else { const t = Math.min((speed - 5) / 5, 1); idleAction.setEffectiveWeight(0); walkAction.setEffectiveWeight(1 - t); runAction.setEffectiveWeight(t); } }

Additive Blending

// Base pose const baseAction = mixer.clipAction(baseClip); baseAction.play(); // Additive layer (e.g., breathing) const additiveAction = mixer.clipAction(additiveClip); additiveAction.blendMode = THREE.AdditiveAnimationBlendMode; additiveAction.play(); // Convert clip to additive THREE.AnimationUtils.makeClipAdditive(additiveClip);

Animation Utilities

import * as THREE from "three"; // Find clip by name const clip = THREE.AnimationClip.findByName(clips, "Walk"); // Create subclip const subclip = THREE.AnimationUtils.subclip(clip, "subclip", 0, 30, 30); // Convert to additive THREE.AnimationUtils.makeClipAdditive(clip); THREE.AnimationUtils.makeClipAdditive(clip, 0, referenceClip); // Clone clip const clone = clip.clone(); // Get clip duration clip.duration; // Optimize clip (remove redundant keyframes) clip.optimize(); // Reset clip to first frame clip.resetDuration();

Procedural Animation Patterns

Smooth Damping

// Smooth follow/lerp const target = new THREE.Vector3(); const current = new THREE.Vector3(); const velocity = new THREE.Vector3(); function smoothDamp(current, target, velocity, smo
5-Dim Analysis
Clarity8/10
Novelty6/10
Utility8/10
Completeness7/10
Maintainability7/10
Pros & Cons

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Copyright belongs to the original author CloudAI-X.