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threejs-gltf-loading

gamedev-skills/awesome-gamedev-agent-skills

Load glTF/GLB 3D models and play animations in three.js with GLTFLoader and AnimationMixer.

What is threejs-gltf-loading?

Load .gltf/.glb models into three.js scenes, play their baked and skinned animations using AnimationMixer, and handle compressed geometry (DRACO/Meshopt) and textures (KTX2). Use this when importing 3D models, setting up animation playback, or working with model hierarchies.

  • Load glTF/GLB models with GLTFLoader and add them to the scene
  • Play skinned and baked animation clips using AnimationMixer with cross-fading support
  • Inspect model node hierarchies and find named parts with traverse/getObjectByName
  • Decode DRACO-compressed geometry and KTX2 textures by configuring DRACOLoader and KTX2Loader
  • Handle animation timing with delta updates in the render loop

How to install threejs-gltf-loading

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loading
Prerequisites
  • three.js library installed (patterns target r186)
  • GLTFLoader imported from three/addons/loaders/GLTFLoader.js
  • For compressed assets: DRACOLoader and/or KTX2Loader with decoder/transcoder files matching your three.js version
  • A three.js scene, camera, and renderer already set up (see threejs-scene-setup)
Claude Code
Cursor
Windsurf
Cline

How to use threejs-gltf-loading

  1. 1.Import GLTFLoader from three/addons/loaders/GLTFLoader.js
  2. 2.Create a new GLTFLoader instance and call loader.load(url, onLoad, onProgress, onError)
  3. 3.Inside the onLoad callback, add gltf.scene to your three.js scene
  4. 4.Create an AnimationMixer from gltf.scene and store it outside the callback
  5. 5.For each animation clip you want to play, call mixer.clipAction(clip).play()
  6. 6.In your render loop, call mixer.update(delta) each frame with real seconds (not milliseconds)
  7. 7.For compressed models, attach a DRACOLoader or KTX2Loader and set their decoder/transcoder paths before loading

Use cases

Good for
  • Import a character model and play walk/run/idle animations with smooth transitions
  • Load a compressed city or environment model and add it to a three.js scene
  • Animate specific parts of a model (wheels, doors, limbs) by finding and rotating named nodes
  • Set up a glTF model with PBR materials and environment lighting for realistic rendering
  • Load models with progress tracking and error handling in a game or interactive app
Who it's for
  • Game developers building 3D scenes with three.js
  • Web developers adding animated 3D models to interactive experiences
  • Graphics engineers working with glTF asset pipelines
  • Anyone migrating from OBJ/FBX to glTF for web runtime performance

threejs-gltf-loading FAQ

Why should I use glTF instead of OBJ or FBX?

glTF is a transmission format optimized for the web: it includes a scene graph, PBR materials, and animations ready to render with minimal parsing. OBJ has no scene hierarchy or animation support, and FBX is heavy for runtime use.

My model loads but is invisible. What's wrong?

The model likely has PBR materials and your scene has no light or environment map. Add a light or set scene.environment, and check the model's scale — glTF uses metres, so a 0.01-scaled asset will be tiny.

My animation never plays. What should I check?

Verify you called mixer.update(delta) each frame with seconds (not milliseconds), that you called action.play() on the clip action, and that you declared mixer outside the load callback so the render loop can access it.

How do I play different animations and cross-fade between them?

Create a clipAction for each clip in gltf.animations, store them in an object by name, call play() on the next action, and use crossFadeTo(nextAction, duration, false) on the current action to smoothly transition.

What if my DRACO or KTX2 model fails to load?

The decoder or transcoder path is likely wrong or version-mismatched. Use setDecoderPath() or setTranscoderPath() to point at files matching your three.js version, and verify the files exist at that URL.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: threejs-gltf-loading description: > 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.

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 r186; preserve an existing project's pinned release unless migration is requested.

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

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 timer = new THREE.Timer();            // THREE.Clock is deprecated since r183

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((time) => {
  timer.update(time);
  const dt = timer.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/three@0.186.0/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

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((time) => {
    timer.update(time);
    const dt = timer.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 timer.getDelta() after timer.update(time)), 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.