Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.
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Use threejs to build or debug [interactive 3D experience] for [target devices], using [available assets], with resize handling, resource disposal, performance safeguards, and reduced-motion support.
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[interactive 3D experience]
[target devices]
[available assets]
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SKILL.md
name: threejsdescription: Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.
Three.js — WebGL 3D Scenes Skill
When to use
Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz
You need full control beyond “background effects”
You can budget time for asset pipeline + performance tuning
Core mental model
Create:
Scene (root graph)
Camera (Perspective/Orthographic)
Renderer (WebGLRenderer)
Mesh = Geometry + Material
Lights (if using non-unlit materials)
Render loop:
requestAnimationFrame(animate)
Update time-based animations, controls, mixers, then renderer.render(scene, camera)
Key APIs/patterns
Setup:
const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha })