--- id: gamedev-skills/awesome-gamedev-agent-skills/threejs-gltf-loading version: "a3e932aa" license: Apache-2.0 install: manual updated: 2026-07-25 --- # threejs-gltf-loading — This skill enables you to import and render glTF and GLB format 3D models directly into three.js applications. Perfect for game developers and interactive visualization projects, it handles the complete workflow from model loading through scene integration, letting you focus on gameplay and visual design rather than format conversion complexity. Publisher: gamedev-skills · Stars: 356 · Updated: 2026-07-25 Install (manual): `git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills` ## SKILL.md # 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 1. **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. 2. **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`. 3. **Add `gltf.scene` to your scene** and frame it. Inspect the hierarchy with `traverse` / `getObjectByName` to find the parts you'll control. 4. **Play animations with an `AnimationMixer`.** One mixer per animated root; `mixer.clipAction(clip).play()`; advance with `mixer.update(delta)` every frame. 5. **Decode compressed assets.** Attach a `DRACOLoader` (and/or `KTX2Loader` + Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files. 6. **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 ```js 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 ```js 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 ```js 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 ```js 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/three@0.184.0/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 ```js 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 async** → `gltf` 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`. ## Related skills - `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. [View on SkillFed](https://skillfed.io/gamedev-skills/awesome-gamedev-agent-skills/threejs-gltf-loading) · [View on GitHub](https://github.com/gamedev-skills/awesome-gamedev-agent-skills)