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.
npx skills add Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-impl-animationgit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote 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.
[](https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-animation)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-animation"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-animation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-animation"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00115 | $0.02891 |
| Opus 5.5 | $0.00046 | $0.01156 |
| Sonnet 5.5 | $0.00023 | $0.00578 |
| Haiku 4.5 | $0.00012 | $0.00289 |
Grade A, and why
threejs-impl-animation 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 359 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-impl-animation
Quick Reference
Architecture
AnimationClip (data: array of KeyframeTrack objects)
└── AnimationAction (playback controller: play, pause, fade, crossfade)
└── AnimationMixer (master scheduler: one per animated root object)
└── Clock (provides delta time for mixer.update)
ALWAYS create exactly ONE AnimationMixer per animated root object.
ALWAYS call mixer.update(delta) every frame inside the render loop.
NEVER instantiate AnimationAction directly -- ALWAYS use mixer.clipAction(clip).
Essential Imports
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
Minimal Animation Setup
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const clock = new THREE.Clock();
let mixer;
const loader = new GLTFLoader();
loader.load('character.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene);
// Play all animations from the GLTF file
gltf.animations.forEach((clip) => {
mixer.clipAction(clip).play();
});
});
function animate() {
const delta = clock.getDelta();
if (mixer) mixer.update(delta);
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
Critical Warnings
NEVER forget to call mixer.update(delta) in the render loop -- animations will NOT play without it.
NEVER use new Date() or performance.now() to compute delta manually -- ALWAYS use THREE.Clock or renderer.setAnimationLoop which provides stable frame timing.
NEVER call mixer.clipAction(clip) repeatedly in the render loop -- it caches internally, but the lookup is unnecessary overhead. ALWAYS store the returned action in a variable.
NEVER call .play() every frame -- call it ONCE to start playback. Calling .play() again on an already-playing action has no effect, but it signals misunderstanding.
ALWAYS call .reset() before .play() when restarting a stopped or finished action, or the action may resume from its last position.
What ships with it
4 files 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.
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.
- 1mo ago First seen · 359 lines · 115 tokens per session scan A 62dc5735aae7
threejs-impl-animation is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (23 stars, last pushed 3mo ago), licensed MIT. It adds 115 tokens to every session and 2,891 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 2026-08-30.
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