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web3d-integration-patterns

freshtechbro/claudedesignskills

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name: web3d-integration-patterns description: Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D applications.

Web 3D Integration Patterns

Overview

This meta-skill provides architectural patterns, best practices, and integration strategies for combining multiple 3D and animation libraries in web applications. It synthesizes knowledge from the threejs-webgl, gsap-scrolltrigger, react-three-fiber, motion-framer, and react-spring-physics skills into cohesive patterns for building complex, performant 3D web experiences.

When to use this skill:

  • Building complex 3D applications that combine multiple libraries
  • Creating scroll-driven 3D experiences with animation orchestration
  • Implementing physics-based interactions with 3D scenes
  • Managing state across 3D rendering and UI animations
  • Optimizing performance in multi-library architectures
  • Designing reusable component architectures for 3D applications
  • Migrating between or combining animation approaches

Core Integration Combinations:

  1. Three.js + GSAP - Scroll-driven 3D animations, timeline orchestration
  2. React Three Fiber + Motion - State-based 3D with declarative animations
  3. React Three Fiber + GSAP - Complex 3D sequences in React
  4. React Three Fiber + React Spring - Physics-based 3D interactions
  5. Three.js + GSAP + React - Hybrid imperative/declarative 3D

Architecture Patterns

Pattern 1: Layered Separation (Three.js + GSAP + React UI)

Use case: 3D scene with overlaid UI, scroll-driven animations

Architecture:

├── 3D Layer (Three.js)
│   ├── Scene management
│   ├── Camera controls
│   └── Render loop
├── Animation Layer (GSAP)
│   ├── ScrollTrigger for 3D properties
│   ├── Timelines for sequences
│   └── UI transitions
└── UI Layer (React + Motion)
    ├── HTML overlays
    ├── State management
    └── User interactions

Implementation:

// App.jsx - React root
import { useEffect, useRef } from 'react'
import { initThreeScene } from './three/scene'
import { initScrollAnimations } from './animations/scroll'
import { motion } from 'framer-motion'

function App() {
  const canvasRef = useRef()
  const sceneRef = useRef()

  useEffect(() => {
    // Initialize Three.js scene
    sceneRef.current = initThreeScene(canvasRef.current)

    // Initialize GSAP ScrollTrigger animations
    initScrollAnimations(sceneRef.current)

    // Cleanup
    return () => {
      sceneRef.current.dispose()
    }
  }, [])

  return (
    <div className="app">
      <canvas ref={canvasRef} />

      <motion.div
        className="overlay"
        initial={{ opacity: 0 }}
        animate={{ opacity: 1 }}
      >
        <section className="hero">
          <h1>3D Experience</h1>
        </section>
        <section className="content">
          {/* Scrollable content */}
        </section>
      </motion.div>
    </div>
  )
}
// three/scene.js - Three.js setup
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'

export function initThreeScene(canvas) {
  const scene = new THREE.Scene()
  const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
  const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true })

  renderer.setSize(window.innerWidth, window.innerHeight)
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))

  const controls = new OrbitControls(camera, canvas)
  controls.enableDamping = true

  // Setup scene objects
  const geometry = new THREE.BoxGeometry(2, 2, 2)
  const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 })
  const cube = new THREE.Mesh(geometry, material)
  scene.add(cube)

  // Lighting
  const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
  scene.add(ambientLight)

  const directionalLight = new THREE.DirectionalLight(0xffffff, 1)
  directionalLight.position.set(5, 10, 7.5)
  scene.add(directionalLight)

  camera.position.set(0, 2, 5)

  // Animation loop
  function animate() {
    requestAnimationFrame(animate)
    controls.update()
    renderer.render(scene, camera)
  }
  animate()

  // Resize handler
  window.addEventListener('resize', () => {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
  })

  return { scene, camera, renderer, cube }
}
// animations/scroll.js - GSAP ScrollTrigger integration
import gsap from 'gsap'
import { ScrollTrigger } from 'gsap/ScrollTrigger'

gsap.registerPlugin(ScrollTrigger)

export function initScrollAnimations(sceneRefs) {
  const { camera, cube } = sceneRefs

  // Animate camera on scroll
  gsap.to(camera.position, {
    x: 5,
    y: 3,
    z: 10,
    scrollTrigger: {
      trigger: '.content',
      start: 'top top',
      end: 'bottom center',
      scrub: 1,
      onUpdate: () => camera.lookAt(cube.position)
    }
  })

  // Animate mesh rotation
  gsap.to(cube.rotation, {
    y: Math.PI * 2,
    x: Math.PI,
    scrollTrigger: {
      trigger: '.content',
      start: 'top bottom',
      end: 'bottom top',
      scrub: true
    }
  })

  // Animate material properties
  gsap.to(cube.material, {
    opacity: 0.3,
    scrollTrigger: {
      trigger: '.content',
      start: 'top center',
      end: 'center center',
      scrub: 1
    }
  })
}

Benefits:

  • Clear separation of concerns
  • Easy to reason about data flow
  • Performance optimization per layer
  • Independent testing of layers

Trade-offs:

  • More boilerplate
  • Manual synchronization between layers
  • State management complexity

Pattern 2: Unified React Component (React Three Fiber + Motion)

Use case: React-first architecture with declarative 3D and animations

Architecture:

React Component Tree
├── <Canvas> (R3F)
│   ├── 3D Scene Components
│   ├── Lights
│   ├── Camera
│   └── Effects
└── <motion.div> (UI overlays)
    ├── HTML content
    └── Animations

Implementation:

// App.jsx - Unified React approach
import { Canvas } from '@react-three/fiber'
import { Suspense } from 'react'
import { motion } from 'framer-motion'
import { Scene } from './components/Scene'
import { Loader } from './components/Loader'

function App() {
  return (
    <div className="app">
      <Canvas
        camera={{ position: [0, 2, 5], fov: 75 }}
        dpr={[1, 2]}
        shadows
      >
        <Suspense fallback={<Loader />}>
          <Scene />
        </Suspense>
      </Canvas>

      <motion.div
        className="ui-overlay"
        initial={{ opacity: 0 }}
        animate={{ opacity: 1 }}
        transition={{ duration: 1 }}
      >
        <h1>React-First 3D Experience</h1>
      </motion.div>
    </div>
  )
}
// components/Scene.jsx - R3F scene
import { useRef, useState } from 'react'
import { useFrame } from '@react-three/fiber'
import { OrbitControls, Environment } from '@react-three/drei'
import { motion } from 'framer-motion-3d'

export function Scene() {
  return (
    <>
      <ambientLight intensity={0.5} />
      <directionalLight position={[5, 10, 7.5]} castShadow />

      <AnimatedCube />
      <Floor />

      <OrbitControls enableDamping dampingFactor={0.05} />
      <Environment preset="sunset" />
    </>
  )
}

function AnimatedCube() {
  const [hovered, setHovered] = useState(false)
  const [active, setActive] = useState(false)

  return (
    <motion.mesh
      scale={active ? 1.5 : 1}
      onClick={() => setActive(!active)}
      onPointerOver={() => setHovered(true)}
      onPointerOut={() => setHovered(false)}
      animate={{
        rotateY: hovered ? Math.PI * 2 : 0
      }}
      transition={{ type: 'spring', stiffness: 200, damping: 20 }}
    >
      <boxGeometry args={[2, 2, 2]} />
      <meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} />
    </motion.mesh>
  )
}

function Floor() {
  return (
    <mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]} receiveShadow>
      <planeGeometry args={[100, 100]} />
      <meshStandardMaterial color="#222" />
    </mesh>
  )
}

Benefits:

  • Declarative, React-first approach
  • Unified state management
  • Component reusability
  • Easy testing with React tools

Trade-offs:

  • R3F learning curve
  • Less control over render loop
  • Potential React re-render issues

Pattern 3: Hybrid Approach (R3F + GSAP Timelines)

Use case: Complex animation sequences with React state management

Implementation:

// components/AnimatedScene.jsx
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import gsap from 'gsap'

export function AnimatedScene() {
  const groupRef = useRef()
  const timelineRef = useRef()

  useEffect(() => {
    // Create GSAP timeline for complex sequence
    const tl = gsap.timeline({ repeat: -1, yoyo: true })

    tl.to(groupRef.current.position, {
      y: 2,
      duration: 1,
      ease: 'power2.inOut'
    })
    .to(groupRef.current.rotation, {
      y: Math.PI * 2,
      duration: 2,
      ease: 'none'
    }, 0) // Start at same time

    timelineRef.current = tl

    return () => tl.kill()
  }, [])

  return (
    <group ref={groupRef}>
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="cyan" />
      </mesh>
    </group>
  )
}

Pattern 4: Physics-Based 3D (R3F + React Spring)

Use case: Natural, physics-driven 3D interactions

Implementation:

// components/PhysicsCube.jsx
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
import { useSpring, animated, config } from '@react-spring/three'

const AnimatedMesh = animated('mesh')

export function PhysicsCube() {
  const [springs, api] = useSpring(() => ({
    scale: 1,
    position: [0, 0, 0],
    config: config.wobbly
  }), [])

  const handleClick = () => {
    api.start({
      scale: 1.5,
      position: [0, 2, 0]
    })

    // Return to original after delay
    setTimeout(() => {
      api.start({
        scale: 1,
        position: [0, 0, 0]
      })
    }, 1000)
  }

  return (
    <AnimatedMesh
      scale={springs.scale}
      position={springs.position}
      onClick={handleClick}
    >
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </AnimatedMesh>
  )
}

Common Integration Patterns

1. Scroll-Driven Camera Movement

Three.js + GSAP:

import gsap from 'gsap'
import { ScrollTrigger } from 'gsap/ScrollTrigger'

gsap.registerPlugin(ScrollTrigger)

// Smooth camera path through multiple points
const cameraPath = [
  { x: 0, y: 2, z: 5, lookAt: { x: 0, y: 0, z: 0 } },
  { x: 5, y: 3, z: 10, lookAt: { x: 0, y: 0, z: 0 } },
  { x: -3, y: 1, z: 8, lookAt: { x: 0, y: 0, z: 0 } }
]

const tl = gsap.timeline({
  scrollTrigger: {
    trigger: '#container',
    start: 'top top',
    end: 'bottom bottom',
    scrub: 1,
    pin: true
  }
})

cameraPath.forEach((point, i) => {
  tl.to(camera.position, {
    x: point.x,
    y: point.y,
    z: point.z,
    duration: 1,
    onUpdate: () => camera.lookAt(point.lookAt.x, point.lookAt.y, point.lookAt.z)
  }, i)
})

R3F + ScrollControls (Drei):

import { ScrollControls, Scroll, useScroll } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'

function CameraRig() {
  const scroll = useScroll()

  useFrame((state) => {
    const offset = scroll.offset

    state.camera.position.x = Math.sin(offset * Math.PI * 2) * 5
    state.camera.position.z = Math.cos(offset * Math.PI * 2) * 5
    state.camera.lookAt(0, 0, 0)
  })

  return null
}

export function App() {
  return (
    <Canvas>
      <ScrollControls pages={3} damping={0.5}>
        <CameraRig />
        <Scroll>
          <Scene />
        </Scroll>
      </ScrollControls>
    </Canvas>
  )
}

2. Gesture-Driven 3D Manipulation

R3F + Motion (Framer Motion 3D):

import { motion } from 'framer-motion-3d'

function DraggableObject() {
  return (
    <motion.mesh
      drag
      dragElastic={0.1}
      dragConstraints={{ left: -5, right: 5, top: 5, bottom: -5 }}
      whileHover={{ scale: 1.1 }}
      whileTap={{ scale: 0.9 }}
      animate={{
        rotateY: [0, Math.PI * 2],
        transition: { repeat: Infinity, duration: 4, ease: 'linear' }
      }}
    >
      <sphereGeometry args={[1, 32, 32]} />
      <meshStandardMaterial color="hotpink" />
    </motion.mesh>
  )
}

3. State-Synchronized Animations

R3F + Zustand + GSAP:

// store.js
import create from 'zustand'

export const useStore = create((set) => ({
  selectedObject: null,
  cameraMode: 'orbit',
  setSelectedObject: (obj) => set({ selectedObject: obj }),
  setCameraMode: (mode) => set({ cameraMode: mode })
}))
// components/InteractiveObject.jsx
import { useRef, useEffect } from 'react'
import { useStore } from '../store'
import gsap from 'gsap'

export function InteractiveObject({ id }) {
  const meshRef = useRef()
  const selectedObject = useStore((state) => state.selectedObject)
  const setSelectedObject = useStore((state) => state.setSelectedObject)

  const isSelected = selectedObject === id

  useEffect(() => {
    if (isSelected) {
      gsap.to(meshRef.current.scale, {
        x: 1.2,
        y: 1.2,
        z: 1.2,
        duration: 0.3,
        ease: 'back.out'
      })
      gsap.to(meshRef.current.material, {
        emissiveIntensity: 0.5,
        duration: 0.3
      })
    } else {
      gsap.to(meshRef.current.scale, {
        x: 1,
        y: 1,
        z: 1,
        duration: 0.3,
        ease: 'power2.inOut'
      })
      gsap.to(meshRef.current.material, {
        emissiveIntensity: 0,
        duration: 0.3
      })
    }
  }, [isSelected])

  return (
    <mesh
      ref={meshRef}
      onClick={() => setSelectedObject(isSelected ? null : id)}
    >
      <boxGeometry />
      <meshStandardMaterial color="cyan" emissive="cyan" />
    </mesh>
  )
}

State Management Strategies

1. Zustand for Global 3D State

Best for: Shared state across 3D scene and UI

// store/scene.js
import create from 'zustand'

export const useSceneStore = create((set, get) => ({
  // State
  camera: { position: [0, 2, 5], target: [0, 0, 0] },
  objects: {},
  selectedId: null,
  isAnimating: false,

  // Actions
  updateCamera: (updates) => set((state) => ({
    camera: { ...state.camera, ...updates }
  })),

  addObject: (id, object) => set((state) => ({
    objects: { ...state.objects, [id]: object }
  })),

  selectObject: (id) => set({ selectedId: id }),

  setAnimating: (isAnimating) => set({ isAnimating })
}))

Usage in R3F:

import { useSceneStore } from '../store/scene'

function Object3D({ id }) {
  const selectedId = useSceneStore((state) => state.selectedId)
  const selectObject = useSceneStore((state) => state.selectObject)

  const isSelected = selectedId === id

  return (
    <mesh onClick={() => selectObject(id)}>
      <boxGeometry />
      <meshStandardMaterial color={isSelected ? 'hotpink' : 'orange'} />
    </mesh>
  )
}

Performance Optimization

Cross-Library Performance Patterns

1. Render Loop Optimization

Coordinate render loops between Three.js and animation libraries:

// Unified render loop with conditional rendering
import { Clock } from 'three'

const clock = new Clock()
let needsRender = true

function animate() {
  requestAnimationFrame(animate)

  const delta = clock.getDelta()
  const elapsed = clock.getElapsedTime()

  // Only render when needed
  if (needsRender || controls.enabled) {
    // Update GSAP animations (handled automatically)

    // Update Three.js
    controls.update()
    renderer.render(scene, camera)

    // Reset flag
    needsRender = false
  }
}

// Trigger re-render on interactions
ScrollTrigger.addEventListener('update', () => {
  needsRender = true
})

2. On-Demand Rendering (R3F)

import { Canvas } from '@react-three/fiber'

function App() {
  return (
    <Canvas
      frameloop="demand" // Only renders when needed
      dpr={[1, 2]} // Adaptive pixel ratio
    >
      <Scene />
    </Canvas>
  )
}

function Scene() {
  const invalidate = useThree((state) => state.invalidate)

  // Trigger render on state change
  const handleClick = () => {
    // Update state...
    invalidate() // Manually trigger render
  }

  return <mesh onClick={handleClick}>...</mesh>
}

Common Pitfalls

1. Animation Conflicts

Problem: Multiple libraries trying to animate the same property

// ❌ Wrong: GSAP and React Spring both animating position
gsap.to(meshRef.current.position, { x: 5 })
api.start({ position: [10, 0, 0] }) // Conflict!

Solution: Choose one library per property or coordinate timing

// ✅ Correct: Separate properties
gsap.to(meshRef.current.position, { x: 5 }) // GSAP handles position
api.start({ scale: 1.5 }) // Spring handles scale

2. State Synchronization Issues

Problem: React state out of sync with Three.js scene

// ❌ Wrong: Updating Three.js without updating React state
mesh.position.x = 5 // Three.js updated
// But React state still shows old value!

Solution: Use refs or state management

// ✅ Correct: Update both
const updatePosition = (x) => {
  mesh.position.x = x
  setPosition(x) // Update React state
}

3. Memory Leaks from Abandoned Animations

Problem: Not cleaning up animations on unmount

// ❌ Wrong: No cleanup
useEffect(() => {
  gsap.to(meshRef.current.rotation, { y: Math.PI * 2, repeat: -1 })
}, [])

Solution: Always cleanup in useEffect return

// ✅ Correct: Cleanup on unmount
useEffect(() => {
  const tween = gsap.to(meshRef.current.rotation, { y: Math.PI * 2, repeat: -1 })

  return () => {
    tween.kill()
  }
}, [])

Decision Matrix

When to Use Which Combination

Use CaseRecommended StackRationale
Marketing landing page with scroll-driven 3DThree.js + GSAP + React UIGSAP excels at scroll orchestration
React app with interactive 3D product viewerR3F + MotionDeclarative, state-driven, component-based
Complex animation sequences (timeline-based)R3F + GSAPGSAP timeline control with R3F components
Physics-based interactions (drag, momentum)R3F + React SpringSpring physics feel natural for gestures
High-performance particle systemsThree.js + GSAPImperative control, instancing, minimal overhead
Rapid prototyping, quick iterationsR3F + Drei + MotionHigh-level abstractions, fast development
Game-like experiences with physicsR3F + React Spring + Cannon (physics)Physics engine + spring-based UI feedback

Resources

This skill includes bundled resources for multi-library integration:

references/

  • architecture_patterns.md - Detailed architectural patterns and trade-offs
  • performance_optimization.md - Performance strategies across the stack
  • state_management.md - State management patterns for 3D applications

scripts/

  • integration_helper.py - Generate integration boilerplate for library combinations
  • pattern_generator.py - Scaffold common integration patterns

assets/

  • starter_unified/ - Complete starter template combining R3F + GSAP + Motion
  • examples/ - Real-world integration examples

Related Skills

Foundation Skills (use these for library-specific details):

  • threejs-webgl - Three.js fundamentals, scene setup, rendering
  • gsap-scrolltrigger - GSAP animations, ScrollTrigger, timelines
  • react-three-fiber - R3F components, hooks, Drei helpers
  • motion-framer - Motion components, gestures, layout animations
  • react-spring-physics - Spring physics, React Spring hooks

When to Reference Foundation Skills:

  • Three.js-specific API questions → threejs-webgl
  • ScrollTrigger syntax → gsap-scrolltrigger
  • R3F hooks and patterns → react-three-fiber
  • Motion gesture handling → motion-framer
  • Spring configuration → react-spring-physics

This Meta-Skill Covers:

  • Architecture patterns for combining libraries
  • State management across libraries
  • Performance optimization strategies
  • Common integration pitfalls
  • Decision-making frameworks

Use this skill when building complex 3D web applications that integrate multiple animation and rendering libraries. For library-specific implementation details, reference the individual foundation skills.

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