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threejs-animation

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Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.

General

What this skill does


# Three.js Animation

## When to Use
- You need to animate objects, rigs, morph targets, or imported GLTF animations in Three.js.
- The task involves mixers, clips, keyframes, procedural motion, or animation blending.
- You are building motion behavior in a Three.js scene rather than just static rendering.

## Quick Start

```javascript
import * as THREE from "three";

// Simple procedural animation with Timer (recommended in r183)
const timer = new THREE.Timer();

renderer.setAnimationLoop(() => {
  timer.update();
  const delta = timer.getDelta();
  const elapsed = timer.getElapsed();

  mesh.rotation.y += delta;
  mesh.position.y = Math.sin(elapsed) * 0.5;

  renderer.render(scene, camera);
});
```

**Note:** `THREE.Timer` is recommended over `THREE.Clock` as of r183. Timer pauses when the page is hidden and has a cleaner API. `THREE.Clock` still works but is considered legacy.

## 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.

```javascript
// 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

```javascript
// 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

```javascript
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
```

### BezierInterpolant (r183)

Three.js r183 adds `THREE.BezierInterpolant` for bezier curve interpolation in keyframe tracks, enabling smoother animation curves with tangent control.

## AnimationMixer

Plays animations on an object and its descendants.

```javascript
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

```javascript
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.

```javascript
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

```javascript
// 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.

```javascript
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

```javascript
// 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

```javascript
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

```javascript
// 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.

```javascript
// 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

```javascript
// Procedural
function animate() {
  const t = clock.getElapsedTime();
  mesh.morphTargetInfluences[0] = (Math.sin(t) + 1) / 2;
}

// Wi

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