When to use this skill
ALWAYS use this skill when the user mentions:
AnimationMixer.update,AnimationActionplay/pause/stop, crossfade, synchronized clipsAnimationClipfrom glTF orAnimationClipCreator, retargeting caveats at API level- Keyframe tracks: position/rotation/scale/color tracks, boolean/string tracks where applicable
- IK:
CCDIKSolver/CCDIKHelperfrom addons
IMPORTANT: animation vs objects
- threejs-animation = time evaluation and tracks.
- threejs-objects =
SkinnedMesh/Skeletonattachment, bind pose—mesh side.
Trigger phrases include:
- "AnimationMixer", "AnimationAction", "AnimationClip", "crossFade", "KeyframeTrack"
- "动画混合", "骨骼动画", "剪辑", "淡入淡出"
How to use this skill
- Collect clips from
gltf.animationsor create with utilities /AnimationClipCreator. - Create mixer bound to root object (often
sceneor rig root). - Create actions per clip via
mixer.clipAction(clip); configure loop mode (LoopOnce,LoopRepeat,LoopPingPong). - Per frame: compute delta seconds (use
Clockfrom core—documented under Core in docs index), callmixer.update(delta). - Blending: adjust
weight,crossFadeTo,enabledflags; watch for additive vs full replacement semantics per docs. - PropertyBinding: understand path strings targeting bones/morphs—errors often from wrong object names.
- IK addon: attach solver after base animation if using CCD IK from examples.
See examples/workflow-mixer-action.md.
Doc map (official)
| Docs section | Representative links | |--------------|----------------------| | Animation (index) | https://threejs.org/docs/#Animation | | Action | https://threejs.org/docs/AnimationAction.html | | Mixer | https://threejs.org/docs/AnimationMixer.html | | Clip | https://threejs.org/docs/AnimationClip.html | | Tracks | https://threejs.org/docs/KeyframeTrack.html |
More: references/official-sections.md.
Scope
- In scope: Core Animation module, keyframe pipeline, listed addons for clip creation and IK.
- Out of scope: DCC export best practices; physics ragdoll; audio sync (link conceptually only).
Common pitfalls and best practices
- Forgetting
mixer.updatefreezes animation; doubleupdateper frame speeds up. - Mixing clips with incompatible hierarchies causes violent pops—validate bind pose.
- Root motion must be handled in game logic if not baked—document explicitly.
- Large track counts cost CPU—strip unused tracks in preprocessing when possible.
Documentation and version
Behavior of AnimationMixer, tracks, and glTF animation import can change between three.js majors. Treat the Animation section of the docs index as authoritative for the user’s installed version; when upgrading, check the three.js repository release notes and migration notes for renamed properties or loader output.
Agent response checklist
When answering under this skill, prefer responses that:
- Cite the exact class (
AnimationMixer,AnimationAction, etc.) or addon (CCDIKSolver) from the official docs. - Include at least one
https://threejs.org/docs/...link (e.g. AnimationAction). - Relate clips to
SkinnedMesh/ skeleton via threejs-objects when deformation is involved. - Mention
mixer.update(delta)and a stable time source (Clock) explicitly. - Reference official examples by name only (no full file paste).
References
- https://threejs.org/docs/#Animation
- https://threejs.org/docs/AnimationMixer.html
- https://threejs.org/docs/AnimationAction.html
- https://threejs.org/docs/PropertyBinding.html
Keywords
English: animationmixer, animationaction, animationclip, keyframetrack, crossfade, skinning, propertybinding, three.js
中文: 动画混合、AnimationMixer、AnimationAction、关键帧、骨骼动画、剪辑、淡入淡出、three.js