threejs
MengTo/Skills · Agent Skill
Use when building 3D scenes, interactions, or WebGL-backed interface moments in Three.js.
Jump to install ↓Overview
| Publisher | |
|---|---|
| Repository | MengTo/Skills ↗ |
| Skill folder | threejs |
| Stars | 7,038 |
| Forks | 819 |
| Bundled files | 5 |
| License | MIT |
| Last updated | October 25, 2026 |
| Links | Skill source ↗ · Repository ↗ |
Mozgi check
What we found in the skill files. Details come with a subscription.
Installation
A skill is a folder with a SKILL.md file. Pick your agent and run the commands in a terminal (macOS, Linux or Git Bash on Windows) from your project root.
Copy the prompt into Claude, Codex or another assistant: it will review the skill and install it for you.
Install the “threejs” skill from mozgi.io (https://mozgi.io/skills/mengto-threejs/) for me. 1. Download the archive: https://mozgi.io/skills/mengto-threejs/download If it fails, take the skill folder from the source: https://github.com/MengTo/Skills/tree/main/agent-skills/web-design/threejs 2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me. 3. Put the “threejs” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.). 4. Make sure <skills folder>/threejs/SKILL.md exists. 5. Briefly tell me what this skill does and offer to try it on my task. If you cannot do a step yourself, tell me what to click or type.
git clone --depth 1 --branch main https://github.com/MengTo/Skills.git /tmp/Skills mkdir -p .claude/skills cp -r /tmp/Skills/agent-skills/web-design/threejs .claude/skills/threejs
Restart Claude Code — the skill appears in the list; call it manually with /threejs. For all projects use ~/.claude/skills.
git clone --depth 1 --branch main https://github.com/MengTo/Skills.git /tmp/Skills mkdir -p .agents/skills cp -r /tmp/Skills/agent-skills/web-design/threejs .agents/skills/threejs
Codex looks for skills in .agents/skills from the current folder up to the repo root; call one with /skills or $threejs. For all projects use ~/.agents/skills.
git clone --depth 1 --branch main https://github.com/MengTo/Skills.git /tmp/Skills mkdir -p .cursor/skills cp -r /tmp/Skills/agent-skills/web-design/threejs .cursor/skills/threejs
Cursor picks the skill up on start; call it with “/” in Agent chat. Cursor also reads .claude/skills and .agents/skills. For all projects use ~/.cursor/skills.
git clone --depth 1 --branch main https://github.com/MengTo/Skills.git /tmp/Skills mkdir -p .gemini/skills cp -r /tmp/Skills/agent-skills/web-design/threejs .gemini/skills/threejs
Gemini CLI offers to activate the skill when a task matches — you approve it. For all projects use ~/.gemini/skills.
Read SKILL.md and any companion files before deciding whether to install. Click a file to preview it.
SKILL.md contents
Original author text · read-onlyThree.js — WebGL 3D Scenes Skill
When to use
- Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz
- You need full control beyond “background effects”
- You can budget time for asset pipeline + performance tuning
Core mental model
- Create:
Scene(root graph)Camera(Perspective/Orthographic)Renderer(WebGLRenderer)Mesh=Geometry+Material- Lights (if using non-unlit materials)
- Render loop:
requestAnimationFrame(animate)- Update time-based animations, controls, mixers, then
renderer.render(scene, camera)
Key APIs/patterns
- Setup:
const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha })renderer.setSize(width, height, false)renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))- Camera:
camera.aspect = width / height; camera.updateProjectionMatrix()- Scene graph:
scene.add(object)/object.position/rotation/scale- Loading assets:
GLTFLoader(models),TextureLoader(images),DRACOLoader(compressed glTF)- Controls (common):
OrbitControls(debug/product),PointerLockControls(FPS), custom pointer handlers- Cleanup (important in SPAs):
geometry.dispose(),material.dispose(),texture.dispose(),renderer.dispose()- Remove event listeners; cancel RAF.
Common pitfalls
- Not handling resize → stretched/cropped rendering
- Too high devicePixelRatio → mobile GPU meltdown
- Leaking WebGL resources (not disposing) → crashes after route changes
- Loading huge textures/models → slow start; use compressed textures, Draco/KTX2, smaller maps
- Using too many lights/shadows → expensive; fake lighting with baked textures when possible
Quick recipes
1) Minimal spinning cube
import * as THREE from "three";
const canvas = document.querySelector("#c");
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
camera.position.set(0, 0, 4);
const geom = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x7c3aed });
const mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
scene.add(new THREE.AmbientLight(0xffffff, 0.8));
const dir = new THREE.DirectionalLight(0xffffff, 0.8);
dir.position.set(2, 2, 2);
scene.add(dir);
function resize() {
const w = canvas.clientWidth;
const h = canvas.clientHeight;
renderer.setSize(w, h, false);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
window.addEventListener("resize", resize);
resize();
function animate(t) {
mesh.rotation.y = t * 0.0006;
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
2) Respect reduced motion
- If
prefers-reduced-motion: reduce, render a still frame (no RAF) or slow updates.
What to ask the user
- Is this decorative (hero) or functional 3D (product viewer)?
- Target devices: mobile? older iPhones?
- Asset format availability (glTF, HDRI, textures) and file size constraints
- Accessibility/reduced motion requirements
Frequently asked questions
What does the threejs skill do?
Use when building 3D scenes, interactions, or WebGL-backed interface moments in Three.js.
How do I install threejs?
Open the “Installation” block on this page and pick your agent — Claude Code, Codex, Cursor or Gemini CLI — for ready-made commands that copy the skill folder to the right place. Or copy the prompt from the “Via assistant” tab and let the assistant review and install the skill.
Which AI models work with threejs?
Skills are plain Markdown instructions (the Agent Skills format), so threejs works with any agent that reads SKILL.md: Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and more. The model loads the instructions only when a task matches the skill's description.
Is threejs free?
The skill is published openly by MengTo under the MIT license. The skill itself costs nothing — you only pay your AI provider for the tokens you use.
Is it safe to install skills?
A skill is a set of instructions your agent will follow, so read SKILL.md and its companion files before installing. Scripts in the skill folder only run if your agent runs them — keep an eye on what it does and do not grant unnecessary permissions.
How is a skill different from an MCP server or a plugin?
An MCP server or plugin gives the model new tools — code that runs and returns a result. A skill gives it knowledge and process: how to approach a task, which steps to follow and what good output looks like. It needs no server or API key.