threejs-gltf-loading
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.
Overview
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 importsGLTFLoader/DRACOLoader/KTX2Loaderfromthree/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
- 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.
- Load with
GLTFLoader.loader.load(url, onLoad, onProgress, onError). The resultgltfhasgltf.scene(theObject3Droot),gltf.animations(AnimationClip[]),gltf.cameras, andgltf.asset. - Add
gltf.sceneto your scene and frame it. Inspect the hierarchy withtraverse/getObjectByNameto find the parts you'll control. - Play animations with an
AnimationMixer. One mixer per animated root;mixer.clipAction(clip).play(); advance withmixer.update(delta)every frame. - Decode compressed assets. Attach a
DRACOLoader(and/orKTX2Loader+ Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files. - 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/[email protected]/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(seethreejs-materials-lighting), and check scale — glTF is in metres, so a 0.01-scaled asset is tiny. loadis async →gltfonly exists inside the callback; declaremixer/refs outside and assign them in the callback, or useawait loader.loadAsync(url).- Animation never moves → you didn't call
mixer.update(delta)each frame, or you passed milliseconds instead of seconds (usetimer.getDelta()aftertimer.update(time)), or you forgotaction.play(). - DRACO/KTX2 model fails → the decoder/transcoder path is wrong or version- mismatched.
setDecoderPath/setTranscoderPathmust point at files matching your three.js version. - Multiple mixers fighting → use one
AnimationMixerper 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
Object3Dto give it a clean pivot rather than fighting baked offsets.
References
- For the full decode/transcode setup (DRACO + Meshopt + KTX2 together),
loadAsync- a
LoadingManagerprogress bar, reusing models withSkeletonUtils.clone, and exporter guidance (apply transforms, one clean root), readreferences/loaders-and-animation.md.
- a
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.
Files 2 files
Install it by hand
Deska runs this for you, for every agent you pick. To run it yourself in a terminal:
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loadingMore from gamedev-skills
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- game-ui-uxgamedev-skillsDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.5,900 installs on skills.sh0
- level-designgamedev-skillsDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.4,700 installs on skills.sh0
- game-aigamedev-skillsDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.4,500 installs on skills.sh0
- audio-designgamedev-skillsImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.4,400 installs on skills.sh0