Creates simple Three.js web apps with scene setup, lighting, geometries, materials, animations, and responsive rendering. Use for: "Create a threejs scene/app/showcase" or when user wants 3D web content. Supports ES modules, modern Three.js r150+ APIs.
View on GitHubCookSaw/claude-skills
threejs-builder
plugins/threejs-builder/skills/threejs-builder/SKILL.md
January 22, 2026
Select agents to install to:
npx add-skill https://github.com/CookSaw/claude-skills/blob/main/plugins/threejs-builder/skills/threejs-builder/SKILL.md -a claude-code --skill threejs-builderInstallation paths:
.claude/skills/threejs-builder/# Three.js Builder A focused skill for creating simple, performant Three.js web applications using modern ES module patterns. ## Reference Files > **Important**: Read the appropriate reference file when working on specific topics. | Topic | File | Use When | |-------|------|----------| | **GLTF Models** | [gltf-loading-guide.md](references/gltf-loading-guide.md) | Loading, caching, cloning 3D models, SkeletonUtils | | **Reference Frames** | [reference-frame-contract.md](references/reference-frame-contract.md) | Calibration, anchoring, axis correctness, debugging | | **Game Development** | [game-patterns.md](references/game-patterns.md) | State machines, animation switching, parallax, object pooling | | **Advanced Topics** | [advanced-topics.md](references/advanced-topics.md) | Post-processing, shaders, physics, instancing | | **Calibration Helpers** | [scripts/README.md](scripts/README.md) | GLTF calibration helper installation and usage | --- ## Philosophy: The Scene Graph Mental Model Three.js is built on the **scene graph**—a hierarchical tree of objects where parent transformations affect children. Understanding this mental model is key to effective 3D web development. **Before creating a Three.js app, ask**: - What is the **core visual element**? (geometry, shape, model) - What **interaction** does the user need? (none, orbit controls, custom input) - What **performance** constraints exist? (mobile, desktop, WebGL capabilities) - What **animation** brings it to life? (rotation, movement, transitions) **Core principles**: 1. **Scene Graph First**: Everything added to `scene` renders. Use `Group` for hierarchical transforms. 2. **Primitives as Building Blocks**: Built-in geometries (Box, Sphere, Torus) cover 80% of simple use cases. 3. **Animation as Transformation**: Change position/rotation/scale over time using `requestAnimationFrame` or `renderer.setAnimationLoop`. 4. **Performance Through Simplicity**: Fewer objects, fewer draw calls, reusable geom