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R3f Animation

CommunityPopular
zebbern
r3f-animation

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

Overview

Publisherzebbern
Repositoryclaude-code-guide
Skill namer3f-animation
Stars
4.6K
Forks
464
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by zebbern on GitHub. Read the source before you install it.

Installation

Install the R3f Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/zebbern/claude-code-guide.git /tmp/claude-code-guide
mkdir -p .claude/skills
cp -r /tmp/claude-code-guide/skills/r3f-animation .claude/skills/r3f-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable R3f Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads R3f Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so R3f Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

React Three Fiber Animation

Quick Start

tsx
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

tsx
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

tsx
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

tsx
// 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

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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

bash
npm install @react-spring/three

Basic Spring

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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.

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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)

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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

tsx
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:

tsx
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:

tsx
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:

tsx
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:

tsx
// ❌ 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
tsx
// 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

Frequently asked questions

What does the R3f Animation AI 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.

Why use R3f Animation on TypingMind?

Because you install it once and use it with any model. R3f Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install R3f Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/zebbern/claude-code-guide/tree/main/skills/r3f-animation. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use R3f Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with R3f Animation?

As many as you like. As long as a model supports skills, you can use R3f Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the R3f Animation AI skill free?

Yes. It is published on GitHub by zebbern under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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