threejs-gltf-loading

threejs-gltf-loading is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 117 tokens per session (2,256 once invoked), scanned A, original, Apache-2.0.

A guide to loading glTF and GLB 3D model files in three.js and playing the animations stored in them. It also covers models whose geometry or textures are compressed.

In plain words
What is it for?
Use it to add animated 3D characters or objects to a three.js scene. It covers GLTFLoader, animation playback, and DRACO, Meshopt, and KTX2 support.
Why use it?
It removes the guesswork around importing a model, finding its scene structure, and starting its animation clips. It helps avoid using the wrong loader for compressed files.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the web-engines plugin — 6 skills shipped together , and of gamedev

Good fit Use it to add animated 3D characters or objects to a three.js scene. It covers GLTFLoader, animation playback, and DRACO, Meshopt, and KTX2 support.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-gltf-loading
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-gltf-loading
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install web-engines, the plugin that ships this one along with the rest of its 6 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

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README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-gltf-loading"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-gltf-loading.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,256 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00117 $0.02256
Opus 5.5 $0.00047 $0.00902
Sonnet 5.5 $0.00023 $0.00451
Haiku 4.5 $0.00012 $0.00226

Measured 2d ago against content hash 6ead2c9e21cf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-gltf-loading scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/web-engines/threejs-gltf-loading/SKILL.md · 203 lines

How it starts

The opening of the file, as written. The whole thing — 203 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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 imports GLTFLoader / DRACOLoader / KTX2Loader from three/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

  1. 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.
  2. Load with GLTFLoader. loader.load(url, onLoad, onProgress, onError). The result gltf has gltf.scene (the Object3D root), gltf.animations (AnimationClip[]), gltf.cameras, and gltf.asset.
  3. Add gltf.scene to your scene and frame it. Inspect the hierarchy with traverse / getObjectByName to find the parts you'll control.
  4. Play animations with an AnimationMixer. One mixer per animated root; mixer.clipAction(clip).play(); advance with mixer.update(delta) every frame.
  5. Decode compressed assets. Attach a DRACOLoader, a KTX2Loader, and/or the Meshopt decoder so DRACO meshes, KTX2 textures, and meshopt-compressed buffers load. Since r185 the DRACO and KTX2 loaders find their bundled decoder files on their own.
  6. Validate changed glTF files when the project already has the tool. Run gltf-transform validate path/to/model.glb for each changed .gltf or .glb; fix reported errors before loading.
  7. Verify what loaded — log the scene graph and gltf.animations, and confirm the model is visible (right scale, lit) and the clip actually plays.

Read the full file on GitHub · 203 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago Changed · +19 lines 6ead2c9e21cf
  2. 4d ago Changed · +3 lines 1b485ef3f543
  3. 1mo ago Changed · +3 lines d37a50198d95
  4. 1mo ago First seen · 178 lines · 117 tokens per session scan A 53a581e24518

Subscribe to this mod's changes

threejs-gltf-loading is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 117 tokens to every session and 2,256 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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