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Skills/enzed/r3f-skills/r3f-animation
r3f-animation logo

r3f-animation

enzed/r3f-skills
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Installation

npx skills add https://github.com/enzed/r3f-skills --skill r3f-animation

Summary

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

SKILL.md

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

import { MeshWobbleMaterial, MeshDistortMaterial } from '@react-three/drei'

function WobblyMesh() {
  return (
    <mesh>
      <torusKnotGeometry args={[1, 0.4, 100, 16]} />
      <MeshWobbleMaterial
        factor={1}     // Wobble amplitude
        speed={2}      // Wobble speed
        color="hotpink"
      />
    </mesh>
  )
}

function DistortedMesh() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <MeshDistortMaterial
        distort={0.5}  // Distortion amount
        speed={2}      // Animation speed
        color="cyan"
      />
    </mesh>
  )
}

Trail

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

function TrailingMesh() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime
    meshRef.current.position.x = Math.sin(t) * 3
    meshRef.current.position.y = Math.cos(t * 2) * 2
  })

  return (
    <Trail
      width={2}
      length={8}
      color="hotpink"
      attenuation={(t) => t * t}
    >
      <mesh ref={meshRef}>
        <sphereGeometry args={[0.2]} />
        <meshStandardMaterial color="white" />
      </mesh>
    </Trail>
  )
}

Animation with Zustand State

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

const useStore = create((set) => ({
  isAnimating: false,
  speed: 1,
  toggleAnimation: () => set((state) => ({ isAnimating: !state.isAnimating })),
  setSpeed: (speed) => set({ speed })
}))

function AnimatedMesh() {
  const meshRef = useRef()
  const { isAnimating, speed } = useStore()

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

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

// UI Component
function Controls() {
  const { toggleAnimation, setSpeed } = useStore()

  return (
    <div>
      <button onClick={toggleAnimation}>Toggle</button>
      <input
        type="range"
        min="0"
        max="5"
        step="0.1"
        onChange={(e) => setSpeed(parseFloat(e.target.value))}
      />
    </div>
  )
}

State Management Performance

Critical patterns for high-performance state management in animations.

getState() in useFrame

Use getState() instead of hooks inside useFrame for zero subscription overhead:

import { create } from 'zustand'

const useGameStore = create((set) => ({
  playerPosition: [0, 0, 0],
  targetPosition: [0, 0, 0],
  setPlayerPosition: (pos) => set({ playerPosition: pos }),
}))

function Player() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // ✅ GOOD: getState() has no subscription overhead
    const { targetPosition } = useGameStore.getState()

    // Lerp towards target
    meshRef.current.position.lerp(
      new THREE.Vector3(...targetPosition),
      delta * 5
    )
  })

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

Transient Subscriptions

Subscribe to state changes without triggering React re-renders:

import { useEffect, useRef } from 'react'

function Enemy() {
  const meshRef = useRef()

  useEffect(() => {
    // Subscribe directly - updates mesh without re-rendering component
    const unsub = useGameStore.subscribe(
      (state) => state.playerPosition,
      (playerPos) => {
        // Look at player (runs on every state change, no re-render)
        meshRef.current.lookAt(...playerPos)
      }
    )
    return unsub
  }, [])

  return (
    <mesh ref={meshRef}>
      <coneGeometry args={[0.5, 1, 4]} />
      <meshStandardMaterial color="red" />
    </mesh>
  )
}

Selective Subscriptions with Shallow

Subscribe to multiple values efficiently:

import { shallow } from 'zustand/shallow'

function HUD() {
  // Only re-renders when health OR score actually changes
  const { health, score } = useGameStore(
    (state) => ({ health: state.health, score: state.score }),
    shallow
  )

  return (
    <Html>
      <div>Health: {health}</div>
      <div>Score: {score}</div>
    </Html>
  )
}

// For single values, no shallow needed
const health = useGameStore((state) => state.health)

Isolate Animated Components

Separate state-dependent UI from animated 3D objects:

// ❌ BAD: Parent re-renders cause animation jank
function BadPattern() {
  const [score, setScore] = useState(0)
  const meshRef = useRef()

  useFrame((_, delta) => {
    meshRef.current.rotation.y += delta  // Affected by score re-renders
  })

  return (
    <>
      <mesh ref={meshRef}>...</mesh>
      <ScoreDisplay score={score} />
    </>
  )
}

// ✅ GOOD: Isolated animation component
function GoodPattern() {
  return (
    <>
      <AnimatedMesh />      {/* Never re-renders from score */}
      <ScoreDisplay />      {/* Has its own state subscription */}
    </>
  )
}

function AnimatedMesh() {
  const meshRef = useRef()

  useFrame((_, delta) => {
    meshRef.current.rotation.y += delta  // Smooth, uninterrupted
  })

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

function ScoreDisplay() {
  const score = useGameStore((state) => state.score)
  return <Html><div>Score: {score}</div></Html>
}

Performance Tips

  1. Isolate animated components: Only the animated mesh re-renders
  2. Use refs over state: Avoid React re-renders for animations
  3. Throttle expensive calculations: Use delta accumulation
  4. Pause offscreen animations: Check visibility
  5. Share animation clips: Same clip for multiple instances
// Isolate animation to prevent parent re-renders
function Scene() {
  return (
    <>
      <StaticMesh />   {/* Never re-renders */}
      <AnimatedMesh /> {/* Only this updates */}
    </>
  )
}

// Throttle expensive operations
function ThrottledAnimation() {
  const meshRef = useRef()
  const accumulated = useRef(0)

  useFrame((state, delta) => {
    accumulated.current += delta

    // Only update every 100ms
    if (accumulated.current > 0.1) {
      // Expensive calculation here
      accumulated.current = 0
    }

    // Cheap operations every frame
    meshRef.current.rotation.y += delta
  })
}

See Also

  • r3f-loaders - Loading animated GLTF models
  • r3f-fundamentals - useFrame and animation loop
  • r3f-shaders - Vertex animation in shaders

Score

0–100
63/ 100

Grade

C

Popularity15/30

712 installs — growing adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

R3f Animation skill score badge previewScore badge

Markdown

[![R3f Animation skill](https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-animation/badges/score.svg)](https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-animation)

HTML

<a href="https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-animation"><img src="https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-animation/badges/score.svg" alt="R3f Animation skill"/></a>

R3f Animation FAQ

How do I install the R3f Animation skill?

Run “npx skills add https://github.com/enzed/r3f-skills --skill r3f-animation” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the R3f Animation skill do?

React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the R3f Animation skill free?

Yes. R3f Animation is a free, open-source skill published from enzed/r3f-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does R3f Animation work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so R3f Animation works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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