---
title: "Agent Skill to Game-Dev Skill: Threejs Gltf Loading (WEB-ENGINES)"
platform: "Promptally"
canonical_url: "https://app.promptally.dev/p/skill-threejs-gltf-loading"
modality: "SKILL"
category: "Game Development"
compatible_models: [Universal / Model Agnostic]
access_tier: "Free Public Artifact (No Auth Required)"
license: "MIT"
---

# Agent Skill to Game-Dev Skill: Threejs Gltf Loading (WEB-ENGINES)

**Summary:** Agent Skill to Game-Dev Skill: Threejs Gltf Loading (WEB-ENGINES) is a verified SKILL blueprint on Promptally in Game Development optimized for leading AI models. Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for materials and lights use threejs-materials-lighting. Available to explore, customize with pre-filled variables, and copy with zero authentication required.

## Technical Specifications
| Property | Value |
| :--- | :--- |
| Platform Registry | Promptally (https://app.promptally.dev) |
| Modality | SKILL |
| Category | Game Development |
| Compatible Engines | Universal / Model Agnostic |
| Dynamic Variables | None (Static Blueprint) |
| Approx. Token Length | 2,127 |
| Access Tier | Free Public Artifact (No Auth Required) |
| License | MIT |

### Pre-Filled Template & Production Source

````md
---
name: threejs-gltf-loading
description: >
  Load glTF/GLB models in three.js with GLTFLoader and play their skinned
  animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and
  KTX2 textures. Use when importing 3D models into three.js — when the user
  mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or
  "load a 3D model". For scene/camera/renderer setup use threejs-scene-setup; for
  materials and lights use threejs-materials-lighting.
---

# three.js glTF Loading

Load `.gltf`/`.glb` models and play their animations in three.js, including
compressed geometry (DRACO/Meshopt) and textures (KTX2). Patterns target
**r186**; preserve an existing project's pinned release unless migration is requested.

## When to use

- Use to import a 3D model, add it to the scene, inspect its node hierarchy, and
  play baked/skinned animation clips with an `AnimationMixer`.
- Use when files are `.gltf`/`.glb`, or code imports `GLTFLoader` /
  `DRACOLoader` / `KTX2Loader` from `three/addons/loaders/...`.

**When *not* to use:** creating the renderer/camera/loop → `threejs-scene-setup`.
Tuning surface look, lights, or shadows on the loaded model →
`threejs-materials-lighting`. Authoring/exporting the model itself (Blender) is out
of scope; prefer glTF over OBJ/FBX for runtime.

## Core workflow

1. **Why glTF.** It's a transmission format: binary vertex data, PBR materials, and
   animations are ready to render with minimal parsing. Prefer it over OBJ (no scene
   graph, no animation) and FBX (heavy) for the web.
2. **Load with `GLTFLoader`.** `loader.load(url, onLoad, onProgress, onError)`. The
   result `gltf` has `gltf.scene` (the `Object3D` root), `gltf.animations`
   (`AnimationClip[]`), `gltf.cameras`, and `gltf.asset`.
3. **Add `gltf.scene` to your scene** and frame it. Inspect the hierarchy with
   `traverse` / `getObjectByName` to find the parts you'll control.
4. **Play animations with an `AnimationMixer`.** One mixer per animated root;
   `mixer.clipAction(clip).play()`; advance with `mixer.update(delta)` every frame.
5. **Decode compressed assets.** Attach a `DRACOLoader`, a `KTX2Loader`, and/or
   the Meshopt decoder so DRACO meshes, KTX2 textures, and meshopt-compressed
   buffers load. Since r185 the DRACO and KTX2 loaders find their bundled
   decoder files on their own.
6. **Validate changed glTF files when the project already has the tool.** Run
   `gltf-transform validate path/to/model.glb` for each changed `.gltf` or `.glb`;
   fix reported errors before loading.
7. **Verify what loaded** — log the scene graph and `gltf.animations`, and confirm
   the model is visible (right scale, lit) and the clip actually plays.

## Patterns

### 1. Load a model and frame it

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const loader = new GLTFLoader();
loader.load(
  'assets/robot.glb',
  (gltf) => {
    const root = gltf.scene;
    scene.add(root);
    // Inspect: gltf.animations is an array of AnimationClip.
    console.log('clips:', gltf.animations.map((c) => c.name));
  },
  (event) => {
    // total is 0 when the server sends no Content-Length (e.g. compressed responses)
    if (event.total) console.log(`${(event.loaded / event.total) * 100}% loaded`);
  },
  (error) => console.error('glTF load failed:', error)
);
```

### 2. Play a skinned animation with AnimationMixer

```js
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

let mixer;                                  // declare outside so the loop can see it
const timer = new THREE.Timer();            // THREE.Clock is deprecated since r183

new GLTFLoader().load('assets/character.glb', (gltf) => {
  scene.add(gltf.scene);
  mixer = new THREE.AnimationMixer(gltf.scene);          // one mixer per animated root
  const clip = THREE.AnimationClip.findByName(gltf.animations, 'Run')
            ?? gltf.animations[0];
  mixer.clipAction(clip).play();
});

renderer.setAnimationLoop((time) => {
  timer.update(time);
  const dt = timer.getDelta();
  if (mixer) mixer.update(dt);              // advance the animation by real seconds
  renderer.render(scene, camera);
});
```

### 3. Cross-fade between two clips

```js
const actions = {};
mixer = new THREE.AnimationMixer(gltf.scene);
for (const clip of gltf.animations) {
  actions[clip.name] = mixer.clipAction(clip);
}
let current = actions['Idle'];
current.play();

function transitionTo(name, duration = 0.3) {
  const next = actions[name];
  if (!next || next === current) return;
  next.reset().play();                      // rewind and clear any old fade
  current.crossFadeTo(next, duration, false); // fade the old one out, new one in
  current = next;
}
```

### 4. DRACO-compressed geometry

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader, DRACO_GLTF_CONFIG } from 'three/addons/loaders/DRACOLoader.js';

// r185+: DRACOLoader finds the decoder that ships next to it in
// three/examples/jsm/libs/draco/, so no path is required. DRACO_GLTF_CONFIG
// (also r185+) selects the smaller glTF-only WASM build in libs/draco/gltf/.
const draco = new DRACOLoader().setDecoderPath(DRACO_GLTF_CONFIG);

const loader = new GLTFLoader();
loader.setDRACOLoader(draco);              // share one DRACOLoader across loads
loader.load('assets/city-draco.glb', (gltf) => scene.add(gltf.scene));
```

On releases before r185, or when your host does not serve those files, pass a
folder instead: `draco.setDecoderPath('/decoders/draco/')` with the files copied
from the same `three` version.

### 5. Find and animate a named part

```js
const timer = new THREE.Timer();

new GLTFLoader().load('assets/car.glb', (gltf) => {
  scene.add(gltf.scene);
  const wheels = [];
  gltf.scene.traverse((node) => {
    if (node.name.startsWith('Wheel')) wheels.push(node);
  });
  renderer.setAnimationLoop((time) => {
    timer.update(time);
    const dt = timer.getDelta();
    for (const w of wheels) w.rotation.x += dt * 4;
    renderer.render(scene, camera);
  });
});
```

## Pitfalls

- **Model loads but is invisible** → it has lit (PBR) materials and the scene has no
  light or environment. Add a light or `scene.environment` (see
  `threejs-materials-lighting`), and check scale — glTF is in metres, so a 0.01-scaled
  asset is tiny.
- **`load` is async** → `gltf` only exists inside the callback; declare `mixer`/refs
  outside and assign them in the callback, or use `await loader.loadAsync(url)`.
- **Animation never moves** → you didn't call `mixer.update(delta)` each frame, or you
  passed milliseconds instead of seconds (use `timer.getDelta()` after
  `timer.update(time)`), or you forgot
  `action.play()`.
- **DRACO/KTX2 model fails, or the network tab shows a 404 for `draco_*`/`basis_*`
  files** → the decoder/transcoder files are not being served, or come from a
  different three.js version. Since r185 the loaders default to the copies inside
  `three/examples/jsm/libs/`; if your bundler or host doesn't serve those, copy the
  folders from the installed `three` and point `setDecoderPath`/`setTranscoderPath`
  at them.
- **`setKTX2Loader must be called before loading KTX2 textures`** or
  **`setMeshoptDecoder must be called before loading compressed files`** → the
  asset uses `KHR_texture_basisu` or meshopt compression (`EXT_`/`KHR_meshopt_compression`);
  attach the missing decoder (see the reference).
- **Multiple mixers fighting** → use **one** `AnimationMixer` per animated root and
  create all actions from it; don't make a new mixer per clip.
- **Baked-in transforms surprise you** → exporters sometimes bake scale/rotation onto
  child nodes. Dump the hierarchy (names + position/rotation/scale) before relying on
  a node's local transform; re-export from the source if the rig is unusable.
- **Origins are off** → re-parent a part under a fresh `Object3D` to give it a clean
  pivot rather than fighting baked offsets.

## References

- For the full decode/transcode setup (DRACO + Meshopt + KTX2 together), `loadAsync`
  + a `LoadingManager` progress bar, reusing models with `SkeletonUtils.clone`, and
  exporter guidance (apply transforms, one clean root), read
  `references/loaders-and-animation.md`.

## Related skills

- `threejs-scene-setup` — the renderer, camera, and loop this model renders into.
- `threejs-materials-lighting` — lighting/environment so PBR models look right.
- `fps-shooter` — a 3D genre that composes three.js skills.

````

## Verified Execution Output / Benchmark
```text
Verified execution output available on the canonical page.
```

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