threejs-skills
Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
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Three.js Skills
Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.
When to Use
- Requests 3D visualizations or graphics ("create a 3D model", "show in 3D")
- Wants interactive 3D experiences ("rotating cube", "explorable scene")
- Needs WebGL or canvas-based rendering
- Asks for animations, particles, or visual effects
- Mentions Three.js, WebGL, or 3D rendering
- Wants to visualize data in 3D space
Core Setup Pattern
1. Essential Three.js Imports
Always use the correct CDN version (r128):
import * as THREE from "https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js";
CRITICAL: Do NOT use example imports like THREE.OrbitControls - they won't work on the CDN.
2. Scene Initialization
Every Three.js artifact needs these core components:
// Scene - contains all 3D objects
const scene = new THREE.Scene();
// Camera - defines viewing perspective
const camera = new THREE.PerspectiveCamera(
75, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000, // Far clipping plane
);
camera.position.z = 5;
// Renderer - draws the scene
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
3. Animation Loop
Use requestAnimationFrame for smooth rendering:
function animate() {
requestAnimationFrame(animate);
// Update object transformations here
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
Systematic Development Process
1. Define the Scene
Start by identifying:
- What objects need to be rendered
- Camera position and field of view
- Lighting setup required
- Interaction model (static, rotating, user-controlled)
2. Build Geometry
Choose appropriate geometry types:
Basic Shapes:
BoxGeometry- cubes, rectangular prismsSphereGeometry- spheres, planetsCylinderGeometry- cylinders, tubesPlaneGeometry- flat surfaces, ground planesTorusGeometry- donuts, rings
IMPORTANT: Do NOT use CapsuleGeometry (introduced in r142, not available in r128)
Alternatives for capsules:
- Combine
CylinderGeometry+ 2SphereGeometry - Use
SphereGeometrywith adjusted parameters - Create custom geometry with vertices