Three.js for HyperFrames
HyperFrames supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
Contract
- Create the scene, camera, renderer, materials, and assets synchronously when possible.
- Render from HyperFrames time, not wall-clock time.
- Listen for the
hf-seekevent and render exactly that time. - Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
- Avoid
requestAnimationFrameorrenderer.setAnimationLoopas the source of truth for render-critical motion.
The adapter sets window.__hfThreeTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
Basic Pattern
html<canvas id="three-layer"></canvas> <script type="module"> import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm"; const canvas = document.getElementById("three-layer"); const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true }); // Match these to your composition's frame size. renderer.setSize(1920, 1080, false); renderer.setPixelRatio(1); const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100); camera.position.set(0, 0, 6); const mesh = new THREE.Mesh( new THREE.IcosahedronGeometry(1.4, 4), new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }), ); scene.add(mesh); scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2)); function renderAt(time) { mesh.rotation.y = time * 0.7; mesh.rotation.x = Math.sin(time * 0.6) * 0.16; renderer.render(scene, camera); } window.addEventListener("hf-seek", (event) => { renderAt(event.detail.time); }); renderAt(window.__hfThreeTime || 0); </script>
css#three-layer { width: 100%; height: 100%; display: block; }
AnimationMixer Pattern
For GLTF or authored clip animation, seek the mixer directly:
jsfunction renderAt(time) { mixer.setTime(time); renderer.render(scene, camera); }
If several mixers exist, seek all of them from the same time.
Good Uses
- Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
- Camera moves derived from
time. - GLTF animation clips when assets are local and loaded before validation completes.
Avoid
- Using
Date.now(),performance.now(), or clock deltas to update scene state. - Leaving render-critical work inside a free-running animation loop.
- Loading remote models or textures at render time.
- Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
- Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
Validation
After editing a Three.js composition:
bashnpx hyperframes lint npx hyperframes validate
Credits And References
- HyperFrames adapter source:
packages/core/src/runtime/adapters/three.ts. - Three.js
WebGLRendererdocs: https://threejs.org/docs/pages/WebGLRenderer.html - Three.js
AnimationMixer.setTime()docs: https://threejs.org/docs/pages/AnimationMixer.html


