Threejs Animation
Three.js animation keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
- Скачивания
- 3
- В избранном
- 0
- Комментарии
- 0
- Просмотры
- 44
Установить скилл
Добавьте инструмент одной командой или скачайте проверенный архив версии.
npx skills add cloudai-x/threejs-skills --skill threejs-animation- Версия
- 1.0.0+b1c623076c66
- Автор
- Владимир Ломтев
- Репозиторий
- cloudai-x/threejs-skills
Как установить
- 1Скопируйте команду из блока установки.
- 2Запустите её в терминале из каталога проекта.
Документация
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:
- AnimationClip - Container for keyframe data
- AnimationMixer - Plays animations on a root object
- 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, smoothTime, deltaTime) {
const omega = 2 / smoothTime;
const x = omega * deltaTime;
const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
const change = current.clone().sub(target);
const temp = velocity
.clone()
.add(change.clone().multiplyScalar(omega))
.multiplyScalar(deltaTime);
velocity.sub(temp.clone().multiplyScalar(omega)).multiplyScalar(exp);
return target.clone().add(change.add(temp).multiplyScalar(exp));
}
function animate() {
current.copy(smoothDamp(current, target, velocity, 0.3, delta));
mesh.position.copy(current);
}
Spring Physics
class Spring {
constructor(stiffness = 100, damping = 10) {
this.stiffness = stiffness;
this.damping = damping;
this.position = 0;
this.velocity = 0;
this.target = 0;
}
update(dt) {
const force = -this.stiffness * (this.position - this.target);
const dampingForce = -this.damping * this.velocity;
this.velocity += (force + dampingForce) * dt;
this.position += this.velocity * dt;
return this.position;
}
}
const spring = new Spring(100, 10);
spring.target = 1;
function animate() {
mesh.position.y = spring.update(delta);
}
Oscillation
function animate() {
const t = clock.getElapsedTime();
// Sine wave
mesh.position.y = Math.sin(t * 2) * 0.5;
// Bouncing
mesh.position.y = Math.abs(Math.sin(t * 3)) * 2;
// Circular motion
mesh.position.x = Math.cos(t) * 2;
mesh.position.z = Math.sin(t) * 2;
// Figure 8
mesh.position.x = Math.sin(t) * 2;
mesh.position.z = Math.sin(t * 2) * 1;
}
Performance Tips
- Share clips: Same AnimationClip can be used on multiple mixers
- Optimize clips: Call
clip.optimize()to remove redundant keyframes - Disable when off-screen: Stop mixer updates for invisible objects
- Use LOD for animations: Simpler rigs for distant characters
- Limit active mixers: Each mixer.update() has a cost
// Pause animation when not visible
mesh.onBeforeRender = () => {
action.paused = false;
};
mesh.onAfterRender = () => {
// Check if will be visible next frame
if (!isInFrustum(mesh)) {
action.paused = true;
}
};
// Cache clips
const clipCache = new Map();
function getClip(name) {
if (!clipCache.has(name)) {
clipCache.set(name, loadClip(name));
}
return clipCache.get(name);
}
See Also
threejs-loaders- Loading animated GLTF modelsthreejs-fundamentals- Clock and animation loopthreejs-shaders- Vertex animation in shaders
Требования и возможности
Источник пакета
https://github.com/cloudai-x/threejs-skills/tree/b1c623076c661fc9b03dac19292e825a5d106823/skills/threejs-animation
Файлы версии
| Путь | Размер | SHA256 |
|---|---|---|
| SKILL.md | 12557 | b24dc96c7a854ab9... |
Частые вопросы
- Как установить Threejs Animation?
- Используйте команду
npx skills add cloudai-x/threejs-skills --skill threejs-animationили скачайте ZIP-архив. - Можно ли скачать Threejs Animation бесплатно?
- Да, опубликованную версию можно скачать из маркетплейса бесплатно.
Похожие инструменты
Смотреть всеOzon Seller и Performance APIСправочник Ozon Seller API и Performance API с локальными OpenAPI-спецификациями.Grill MeA relentless interview to sharpen a plan or design.Stop SlopRemove AI writing patterns from prose. Use when drafting, editing, or reviewing text to eliminate predictable AI tells.Git CommitExecute git commit with conventional commit message analysis, intelligent staging, and message generation. Use when user asks to commit changes, create a git commit, or mentions "/commit". Supports: (1) Auto-detecting type and scope from changes, (2) Generating conventional commit messages from diff, (3) Interactive commit with optional type/scope/description overrides, (4) Intelligent file staging for logical grouping
Комментарии
Войдите, чтобы оставить комментарий.
Комментариев пока нет.