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threejs-builder

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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.

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cooksaws-skills

CookSaw/claude-skills

Plugin

threejs-builder

development

Repository

CookSaw/claude-skills

plugins/threejs-builder/skills/threejs-builder/SKILL.md

Last Verified

January 22, 2026

Install Skill

Select agents to install to:

Scope:
npx add-skill https://github.com/CookSaw/claude-skills/blob/main/plugins/threejs-builder/skills/threejs-builder/SKILL.md -a claude-code --skill threejs-builder

Installation paths:

Claude
.claude/skills/threejs-builder/
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Instructions

# 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

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