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r3f-animation skill

by zebbern·zebbern/claude-code-guide·4.6k stars·MIT

React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.

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Install the r3f-animation skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/zebbern/claude-code-guide.git /tmp/claude-code-guide
mkdir -p ~/.claude/skills
cp -r /tmp/claude-code-guide/skills/r3f-animation ~/.claude/skills/r3f-animation
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

React Three Fiber Animation

Quick Start

import { Canvas, useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function RotatingBox() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    meshRef.current.rotation.x += delta
    meshRef.current.rotation.y += delta * 0.5
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="hotpink" />
    </mesh>
  )
}

export default function App() {
  return (
    <Canvas>
      <ambientLight />
      <RotatingBox />
    </Canvas>
  )
}

useFrame Hook

The core animation hook in R3F. Runs every frame.

Basic Usage

import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function AnimatedMesh() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // state contains: clock, camera, scene, gl, mouse, etc.
    // delta is time since last frame in seconds

    meshRef.current.rotation.y += delta
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </mesh>
  )
}

State Object

useFrame((state, delta, xrFrame) => {
  const {
    clock,           // THREE.Clock
    camera,          // Current camera
    scene,           // Scene
    gl,              // WebGLRenderer
    mouse,           // Normalized mouse position (-1 to 1)
    pointer,         // Same as mouse
    viewport,        // Viewport dimensions
    size,            // Canvas size
    raycaster,       // Raycaster
    get,             // Get current state
    set,             // Set state
    invalidate,      // Request re-render (when frameloop="demand")
  } = state

  // Time-based animation
  const t = clock.getElapsedTime()
  meshRef.current.position.y = Math.sin(t) * 2
})

Render Priority

// Lower numbers run first. Default is 0.
// Use negative for pre-render, positive for post-render

function PreRender() {
  useFrame(() => {
    // Runs before main render
  }, -1)
}

function PostRender() {
  useFrame(() => {
    // Runs after main render
  }, 1)
}

function DefaultRender() {
  useFrame(() => {
    // Runs at default priority (0)
  })
}

Conditional Animation

function ConditionalAnimation({ isAnimating }) {
  const meshRef = useRef()

  useFrame((state, delta) => {
    if (!isAnimating) return
    meshRef.current.rotation.y += delta
  })

  return <mesh ref={meshRef}>...</mesh>
}

GLTF Animations with useAnimations

The recommended way to play animations from GLTF/GLB files.

Basic Usage

import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect, useRef } from 'react'

function AnimatedModel() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, names } = useAnimations(animations, group)

  useEffect(() => {
    // Play first animation
    actions[names[0]]?.play()
  }, [actions, names])

  return <primitive ref={group} object={scene} />
}

Animation Control

function Character() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, mixer } = useAnimations(animations, group)

  useEffect(() => {
    const action = actions['Walk']
    if (action) {
      // Playback control
      action.play()
      action.stop()
      action.reset()
      action.paused = true

      // Speed
      action.timeScale = 1.5  // 1.5x speed
      action.timeScale = -1   // Reverse

      // Loop modes
      action.loop = THREE.LoopOnce
      action.loop = THREE.LoopRepeat
      action.loop = THREE.LoopPingPong
      action.repetitions = 3
      action.clampWhenFinished = true

      // Weight (for blending)
      action.weight = 1
    }
  }, [actions])

  return <primitive ref={group} object={scene} />
}

Crossfade Between Animations

import { useGLTF, useAnimations } from '@react-three/drei'
import { useState, useEffect, useRef } from 'react'

function Character() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions } = useAnimations(animations, group)
  const [currentAnim, setCurrentAnim] = useState('Idle')

  useEffect(() => {
    // Fade out all animations
    Object.values(actions).forEach(action => {
      action?.fadeOut(0.5)
    })

    // Fade in current animation
    actions[currentAnim]?.reset().fadeIn(0.5).play()
  }, [currentAnim, actions])

  return (
    <group ref={group}>
      <primitive object={scene} />
    </group>
  )
}

Animation Events

function AnimatedModel() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, mixer } = useAnimations(animations, group)

  useEffect(() => {
    // Listen for animation events
    const onFinished = (e) => {
      console.log('Animation finished:', e.action.getClip().name)
    }

    const onLoop = (e) => {
      console.log('Animation looped:', e.action.getClip().name)
    }

    mixer.addEventListener('finished', onFinished)
    mixer.addEventListener('loop', onLoop)

    return () => {
      mixer.removeEventListener('finished', onFinished)
      mixer.removeEventListener('loop', onLoop)
    }
  }, [mixer])

  return <primitive ref={group} object={scene} />
}

Animation Blending

function CharacterController({ speed = 0 }) {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions } = useAnimations(animations, group)

  useEffect(() => {
    // Start all animations
    actions['Idle']?.play()
    actions['Walk']?.play()
    actions['Run']?.play()
  }, [actions])

  // Blend based on speed
  useFrame(() => {
    if (speed < 0.1) {
      actions['Idle']?.setEffectiveWeight(1)
      actions['Walk']?.setEffectiveWeight(0)
      actions['Run']?.setEffectiveWeight(0)
    } else if (speed < 5) {
      const t = speed / 5
      actions['Idle']?.setEffectiveWeight(1 - t)
      actions['Walk']?.setEffectiveWeight(t)
      actions['Run']?.setEffectiveWeight(0)
    } else {
      const t = Math.min((speed - 5) / 5, 1)
      actions['Idle']?.setEffectiveWeight(0)
      actions['Walk']?.setEffectiveWeight(1 - t)
      actions['Run']?.setEffectiveWeight(t)
    }
  })

  return <primitive ref={group} object={scene} />
}

Spring Animation (@react-spring/three)

Physics-based spring animations that integrate with R3F.

Installation

npm install @react-spring/three

Basic Spring

import { useSpring, animated } from '@react-spring/three'

function AnimatedBox() {
  const [active, setActive] = useState(false)

  const { scale, color } = useSpring({
    scale: active ? 1.5 : 1,
    color: active ? '#ff6b6b' : '#4ecdc4',
    config: { mass: 1, tension: 280, friction: 60 }
  })

  return (
    <animated.mesh
      scale={scale}
      onClick={() => setActive(!active)}
    >
      <boxGeometry />
      <animated.meshStandardMaterial color={color} />
    </animated.mesh>
  )
}

Spring Config Presets

import { useSpring, animated, config } from '@react-spring/three'

function SpringPresets() {
  const { position } = useSpring({
    position: [0, 2, 0],
    config: config.wobbly  // Presets: default, gentle, wobbly, stiff, slow, molasses
  })

  // Or custom config
  const { rotation } = useSpring({
    rotation: [0, Math.PI, 0],
    config: {
      mass: 1,
      tension: 170,
      friction: 26,
      clamp: false,
      precision: 0.01,
      velocity: 0,
    }
  })

  return (
    <animated.mesh position={position} rotation={rotation}>
      <boxGeometry />
      <meshStandardMaterial />
    </animated.mesh>
  )
}

Multiple Springs

import { useSprings, animated } from '@react-spring/three'

function AnimatedBoxes({ count = 5 }) {
  const [springs, api] = useSprings(count, (i) => ({
    position: [i * 2 - count, 0, 0],
    scale: 1,
    config: { mass: 1, tension: 280, friction: 60 }
  }))

  const handleClick = (index) => {
    api.start((i) => {
      if (i === index) return { scale: 1.5 }
      return { scale: 1 }
    })
  }

  return springs.map((spring, i) => (
    <animated.mesh
      key={i}
      position={spring.position}
      scale={spring.scale}
      onClick={() => handleClick(i)}
    >
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </animated.mesh>
  ))
}

Gesture Integration

import { useSpring, animated } from '@react-spring/three'
import { useDrag } from '@use-gesture/react'

function DraggableBox() {
  const [spring, api] = useSpring(() => ({
    position: [0, 0, 0],
    config: { mass: 1, tension: 280, friction: 60 }
  }))

  const bind = useDrag(({ movement: [mx, my], down }) => {
    api.start({
      position: down ? [mx / 100, -my / 100, 0] : [0, 0, 0]
    })
  })

  return (
    <animated.mesh {...bind()} position={spring.position}>
      <boxGeometry />
      <meshStandardMaterial color="hotpink" />
    </animated.mesh>
  )
}

Chain Animations

import { useSpring, animated, useChain, useSpringRef } from '@react-spring/three'

function ChainedAnimation() {
  const scaleRef = useSpringRef()
  const rotationRef = useSpringRef()

  const { scale } = useSpring({
    ref: scaleRef,
    from: { scale: 0 },
    to: { scale: 1 },
    config: { tension: 200, friction: 20 }
  })

  const { rotation } = useSpring({
    ref: rotationRef,
    from: { rotation: [0, 0, 0] },
    to: { rotation: [0, Math.PI * 2, 0] },
    config: { tension: 100, friction: 30 }
  })

  // Scale first (0-0.5), then rotation (0.5-1)
  useChain([scaleRef, rotationRef], [0, 0.5])

  return (
    <animated.mesh scale={scale} rotation={rotation}>
      <boxGeometry />
      <meshStandardMaterial color="cyan" />
    </animated.mesh>
  )
}

Morph Targets

Blend between different mesh shapes.

import { useGLTF } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function MorphingFace() {
  const { scene, nodes } = useGLTF('/models/face.glb')
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.getElapsedTime()

    // Access morph target influences
    if (meshRef.current?.morphTargetInfluences) {
      // Animate smile
      const smileIndex = meshRef.current.morphTargetDictionary['smile']
      meshRef.current.morphTargetInfluences[smileIndex] = (Math.sin(t) + 1) / 2
    }
  })

  return (
    <primitive ref={meshRef} object={nodes.Face} />
  )
}

Controlled Morph Targets

function MorphControls({ morphInfluences }) {
  const { nodes } = useGLTF('/models/face.glb')
  const meshRef = useRef()

  useFrame(() => {
    if (meshRef.current?.morphTargetInfluences) {
      Object.entries(morphInfluences).forEach(([name, value]) => {
        const index = meshRef.current.morphTargetDictionary[name]
        if (index !== undefined) {
          meshRef.current.morphTargetInfluences[index] = value
        }
      })
    }
  })

  return <primitive ref={meshRef} object={nodes.Face} />
}

// Usage
<MorphControls morphInfluences={{ smile: 0.5, blink: 1, angry: 0 }} />

Skeletal Animation

Accessing Bones

import { useGLTF } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'

function SkeletalCharacter() {
  const { scene } = useGLTF('/models/character.glb')
  const headBoneRef = useRef()

  useEffect(() => {
    // Find skeleton
    scene.traverse((child) => {
      if (child.isSkinnedMesh) {
        const skeleton = child.skeleton
        const headBone = skeleton.bones.find(b => b.name === 'Head')
        headBoneRef.current = headBone
      }
    })
  }, [scene])

  // Animate bone
  useFrame(({ clock }) => {
    if (headBoneRef.current) {
      headBoneRef.current.rotation.y = Math.sin(clock.elapsedTime) * 0.3
    }
  })

  return <primitive object={scene} />
}

Bone Attachments

function CharacterWithWeapon() {
  const { scene } = useGLTF('/models/character.glb')
  const weaponRef = useRef()
  const handBoneRef = useRef()

  useEffect(() => {
    scene.traverse((child) => {
      if (child.isSkinnedMesh) {
        const handBone = child.skeleton.bones.find(b => b.name === 'RightHand')
        if (handBone && weaponRef.current) {
          handBone.add(weaponRef.current)
          handBoneRef.current = handBone
        }
      }
    })

    return () => {
      // Cleanup
      if (handBoneRef.current && weaponRef.current) {
        handBoneRef.current.remove(weaponRef.current)
      }
    }
  }, [scene])

  return (
    <>
      <primitive object={scene} />
      <mesh ref={weaponRef} position={[0, 0, 0.5]}>
        <boxGeometry args={[0.1, 0.1, 1]} />
        <meshStandardMaterial color="gray" />
      </mesh>
    </>
  )
}

Procedural Animation Patterns

Smooth Damping

import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
import * as THREE from 'three'

function SmoothFollow({ target }) {
  const meshRef = useRef()
  const currentPos = useRef(new THREE.Vector3())

  useFrame((state, delta) => {
    // Lerp towards target
    currentPos.current.lerp(target, delta * 5)
    meshRef.current.position.copy(currentPos.current)
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry args={[0.5]} />
      <meshStandardMaterial color="blue" />
    </mesh>
  )
}

Spring Physics (Manual)

function SpringMesh({ target = 0 }) {
  const meshRef = useRef()
  const spring = useRef({
    position: 0,
    velocity: 0,
    stiffness: 100,
    damping: 10
  })

  useFrame((state, delta) => {
    const s = spring.current
    const force = -s.stiffness * (s.position - target)
    const dampingForce = -s.damping * s.velocity

    s.velocity += (force + dampingForce) * delta
    s.position += s.velocity * delta

    meshRef.current.position.y = s.position
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="green" />
    </mesh>
  )
}

Oscillation Patterns

function OscillatingMesh() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime

    // Sine wave
    meshRef.current.position.y = Math.sin(t * 2) * 0.5

    // Circular motion
    meshRef.current.position.x = Math.cos(t) * 2
    meshRef.current.position.z = Math.sin(t) * 2

    // Bouncing
    meshRef.current.position.y = Math.abs(Math.sin(t * 3)) * 2

    // Figure 8
    meshRef.current.position.x = Math.sin(t) * 2
    meshRef.current.position.z = Math.sin(t * 2) * 1
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry args={[0.3]} />
      <meshStandardMaterial color="purple" />
    </mesh>
  )
}

Drei Animation Helpers

Float

import { Float } from '@react-three/drei'

function FloatingObject() {
  return (
    <Float
      speed={1}            // Animation speed
      rotationIntensity={1} // Rotation intensity
      floatIntensity={1}   // Float intensity
      floatingRange={[-0.1, 0.1]} // Range of y-axis float
    >
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="gold" />
      </mesh>
    </Float>
  )
}

MeshWobbleMaterial / MeshDistortMaterial

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