Three.js Animation | Aura Skills

Three.js Animation

Guide to creating, controlling, and optimizing animations in Three.js, including keyframes, skeletal rigs, morph targets, blending, and procedural motion.

Views

115

Uses

10

Updated

February 3, 2026

Author

CloudAI-X
CloudAI-X

Skill creator

Meng ToAdded by Meng To
PropertyValue
namethreejs-animation
descriptionThree.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
keywordsanimation, motion, transitions, javascript, performance, best-practices

Three.js Animation

Quick Start

import * as THREE from "three"; // Simple procedural animation const clock = new THREE.Clock(); function animate() { const delta = clock.getDelta(); const elapsed = clock.getElapsedTime(); mesh.rotation.y += delta; mesh.position.y = Math.sin(elapsed) * 0.5; requestAnimationFrame(animate); renderer.render(scene, camera); } animate();

Animation System Overview

Three.js animation system has three main components:

  1. AnimationClip - Container for keyframe data
  2. AnimationMixer - Plays animations on a root object
  3. AnimationAction - Controls playback of a clip

AnimationClip

Stores keyframe animation data.

// Create animation clip const times = [0, 1, 2]; // Keyframe times (seconds) const values = [0, 1, 0]; // Values at each keyframe const track = new THREE.NumberKeyframeTrack( ".position[y]", // Property path times, values, ); const clip = new THREE.AnimationClip("bounce", 2, [track]);

KeyframeTrack Types

// Number track (single value) new THREE.NumberKeyframeTrack(".opacity", times, [1, 0]); new THREE.NumberKeyframeTrack(".material.opacity", times, [1, 0]); // Vector track (position, scale) new THREE.VectorKeyframeTrack(".position", times, [ 0, 0, 0, // t=0 1, 2, 0, // t=1 0, 0, 0, // t=2 ]); // Quaternion track (rotation) const q1 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0)); const q2 = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, Math.PI, 0)); new THREE.QuaternionKeyframeTrack( ".quaternion", [0, 1], [q1.x, q1.y, q1.z, q1.w, q2.x, q2.y, q2.z, q2.w], ); // Color track new THREE.ColorKeyframeTrack(".material.color", times, [ 1, 0, 0, // red 0, 1, 0, // green 0, 0, 1, // blue ]); // Boolean track new THREE.BooleanKeyframeTrack(".visible", [0, 0.5, 1], [true, false, true]); // String track (for morph targets) new THREE.StringKeyframeTrack( ".morphTargetInfluences[smile]", [0, 1], ["0", "1"], );

Interpolation Modes

const track = new THREE.VectorKeyframeTrack(".position", times, values); // Interpolation track.setInterpolation(THREE.InterpolateLinear); // Default track.setInterpolation(THREE.InterpolateSmooth); // Cubic spline track.setInterpolation(THREE.InterpolateDiscrete); // Step function

AnimationMixer

Plays animations on an object and its descendants.

const mixer = new THREE.AnimationMixer(model); // Create action from clip const action = mixer.clipAction(clip); action.play(); // Update in animation loop function animate() { const delta = clock.getDelta(); mixer.update(delta); // Required! requestAnimationFrame(animate); renderer.render(scene, camera); }

Mixer Events

mixer.addEventListener("finished", (e) => { console.log("Animation finished:", e.action.getClip().name); }); mixer.addEventListener("loop", (e) => { console.log("Animation looped:", e.action.getClip().name); });

AnimationAction

Controls playback of an animation clip.

const action = mixer.clipAction(clip); // Playback control action.play(); action.stop(); action.reset(); action.halt(fadeOutDuration); // Playback state action.isRunning(); action.isScheduled(); // Time control action.time = 0.5; // Current time action.timeScale = 1; // Playback speed (negative = reverse) action.paused = false; // Weight (for blending) action.weight = 1; // 0-1, contribution to final pose action.setEffectiveWeight(1); // Loop modes action.loop = THREE.LoopRepeat; // Default: loop forever action.loop = THREE.LoopOnce; // Play once and stop action.loop = THREE.LoopPingPong; // Alternate forward/backward action.repetitions = 3; // Number of loops (Infinity default) // Clamping action.clampWhenFinished = true; // Hold last frame when done // Blending action.blendMode = THREE.NormalAnimationBlendMode; action.blendMode = THREE.AdditiveAnimationBlendMode;

Fade In/Out

// Fade in action.reset().fadeIn(0.5).play(); // Fade out action.fadeOut(0.5); // Crossfade between animations const action1 = mixer.clipAction(clip1); const action2 = mixer.clipAction(clip2); action1.play(); // Later, crossfade to action2 action1.crossFadeTo(action2, 0.5, true); action2.play();

Loading GLTF Animations

Most common source of skeletal animations.

import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js"; const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { const model = gltf.scene; scene.add(model); // Create mixer const mixer = new THREE.AnimationMixer(model); // Get all clips const clips = gltf.animations; console.log( "Available animations:", clips.map((c) => c.name), ); // Play first animation if (clips.length > 0) { const action = mixer.clipAction(clips[0]); action.play(); } // Play specific animation by name const walkClip = THREE.AnimationClip.findByName(clips, "Walk"); if (walkClip) { mixer.clipAction(walkClip).play(); } // Store mixer for update loop window.mixer = mixer; }); // Animation loop function animate() { const delta = clock.getDelta(); if (window.mixer) window.mixer.update(delta); requestAnimationFrame(animate); renderer.render(scene, camera); }

Skeletal Animation

Skeleton and Bones

// Access skeleton from skinned mesh const skinnedMesh = model.getObjectByProperty("type", "SkinnedMesh"); const skeleton = skinnedMesh.skeleton; // Access bones skeleton.bones.forEach((bone) => { console.log(bone.name, bone.position, bone.rotation); }); // Find specific bone by name const headBone = skeleton.bones.find((b) => b.name === "Head"); if (headBone) headBone.rotation.y = Math.PI / 4; // Turn head // Skeleton helper const helper = new THREE.SkeletonHelper(model); scene.add(helper);

Programmatic Bone Animation

function animate() { const time = clock.getElapsedTime(); // Animate bone const headBone = skeleton.bones.find((b) => b.name === "Head"); if (headBone) { headBone.rotation.y = Math.sin(time) * 0.3; } // Update mixer if also playing clips mixer.update(clock.getDelta()); }

Bone Attachments

// Attach object to bone const weapon = new THREE.Mesh(weaponGeometry, weaponMaterial); const handBone = skeleton.bones.find((b) => b.name === "RightHand"); if (handBone) handBone.add(weapon); // Offset attachment weapon.position.set(0, 0, 0.5); weapon.rotation.set(0, Math.PI / 2, 0);

Morph Targets

Blend between different mesh shapes.

// Morph targets are stored in geometry const geometry = mesh.geometry; console.log("Morph attributes:", Object.keys(geometry.morphAttributes)); // Access morph target influences mesh.morphTargetInfluences; // Array of weights mesh.morphTargetDictionary; // Name -> index mapping // Set morph target by index mesh.morphTargetInfluences[0] = 0.5; // Set by name const smileIndex = mesh.morphTargetDictionary["smile"]; mesh.morphTargetInfluences[smileIndex] = 1;

Animating Morph Targets

// Procedural function animate() { const t = clock.getElapsedTime(); mesh.morphTargetInfluences[0] = (Math.sin(t) + 1) / 2; } // With keyframe animation const track = new THREE.NumberKeyframeTrack( ".morphTargetInfluences[smile]", [0, 0.5, 1], [0, 1, 0], ); const clip = new THREE.AnimationClip("smile", 1, [track]); mixer.clipAction(clip).play();

Animation Blending

Mix multiple animations together.

// Setup actions const idleAction = mixer.clipAction(idleClip); const walkAction = mixer.clipAction(walkClip); const runAction = mixer.clipAction(runClip); // Play all with different weights idleAction.play(); walkAction.play(); runAction.play(); // Set initial weights idleAction.setEffectiveWeight(1); walkAction.setEffectiveWeight(0); runAction.setEffectiveWeight(0); // Blend based on speed function updateAnimations(speed) { if (speed < 0.1) { idleAction.setEffectiveWeight(1); walkAction.setEffectiveWeight(0); runAction.setEffectiveWeight(0); } else if (speed < 5) { const t = speed / 5; idleAction.setEffectiveWeight(1 - t); walkAction.setEffectiveWeight(t); runAction.setEffectiveWeight(0); } else { const t = Math.min((speed - 5) / 5, 1); idleAction.setEffectiveWeight(0); walkAction.setEffectiveWeight(1 - t); runAction.setEffectiveWeight(t); } }

Additive Blending

// Base pose const baseAction = mixer.clipAction(baseClip); baseAction.play(); // Additive layer (e.g., breathing) const additiveAction = mixer.clipAction(additiveClip); additiveAction.blendMode = THREE.AdditiveAnimationBlendMode; additiveAction.play(); // Convert clip to additive THREE.AnimationUtils.makeClipAdditive(additiveClip);

Animation Utilities

import * as THREE from "three"; // Find clip by name const clip = THREE.AnimationClip.findByName(clips, "Walk"); // Create subclip const subclip = THREE.AnimationUtils.subclip(clip, "subclip", 0, 30, 30); // Convert to additive THREE.AnimationUtils.makeClipAdditive(clip); THREE.AnimationUtils.makeClipAdditive(clip, 0, referenceClip); // Clone clip const clone = clip.clone(); // Get clip duration clip.duration; // Optimize clip (remove redundant keyframes) clip.optimize(); // Reset clip to first frame clip.resetDuration();

Procedural Animation Patterns

Smooth Damping

// Smooth follow/lerp const target = new THREE.Vector3(); const current = new THREE.Vector3(); const velocity = new THREE.Vector3(); function smoothDamp(current, target, velocity, smoothTime, deltaTime) { const omega = 2 / smoothTime; const x = omega * deltaTime; const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x); const change = current.clone().sub(target); const temp = velocity .clone() .add(change.clone().multiplyScalar(omega)) .multiplyScalar(deltaTime); velocity.sub(temp.clone().multiplyScalar(omega)).multiplyScalar(exp); return target.clone().add(change.add(temp).multiplyScalar(exp)); } function animate() { current.copy(smoothDamp(current, target, velocity, 0.3, delta)); mesh.position.copy(current); }

Spring Physics

class Spring { constructor(stiffness = 100, damping = 10) { this.stiffness = stiffness; this.damping = damping; this.position = 0; this.velocity = 0; this.target = 0; } update(dt) { const force = -this.stiffness * (this.position - this.target); const dampingForce = -this.damping * this.velocity; this.velocity += (force + dampingForce) * dt; this.position += this.velocity * dt; return this.position; } } const spring = new Spring(100, 10); spring.target = 1; function animate() { mesh.position.y = spring.update(delta); }

Oscillation

function animate() { const t = clock.getElapsedTime(); // Sine wave mesh.position.y = Math.sin(t * 2) * 0.5; // Bouncing mesh.position.y = Math.abs(Math.sin(t * 3)) * 2; // Circular motion mesh.position.x = Math.cos(t) * 2; mesh.position.z = Math.sin(t) * 2; // Figure 8 mesh.position.x = Math.sin(t) * 2; mesh.position.z = Math.sin(t * 2) * 1; }

Performance Tips

  1. Share clips: Same AnimationClip can be used on multiple mixers
  2. Optimize clips: Call clip.optimize() to remove redundant keyframes
  3. Disable when off-screen: Stop mixer updates for invisible objects
  4. Use LOD for animations: Simpler rigs for distant characters
  5. Limit active mixers: Each mixer.update() has a cost
// Pause animation when not visible mesh.onBeforeRender = () => { action.paused = false; }; mesh.onAfterRender = () => { // Check if will be visible next frame if (!isInFrustum(mesh)) { action.paused = true; } }; // Cache clips const clipCache = new Map(); function getClip(name) { if (!clipCache.has(name)) { clipCache.set(name, loadClip(name)); } return clipCache.get(name); }

See Also

  • threejs-loaders - Loading animated GLTF models
  • threejs-fundamentals - Clock and animation loop
  • threejs-shaders - Vertex animation in shaders