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Agent Skill · 研究检索

threejs-impl-animation(Three.js impl animation 搜索)

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

threejs-impl-animation 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 70,176。

总安装 212周安装 9GitHub Stars 1下载 74核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:threejs-impl-animation(Three.js impl animation 搜索)
来源仓库:https://github.com/openaec-foundation/three.js-claude-skill-package
仓库路径:skills/threejs-impl-animation
安装命令:
npx skills add https://github.com/openaec-foundation/three.js-claude-skill-package --skill threejs-impl-animation
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/openaec-foundation/three.js-claude-skill-package --skill threejs-impl-animation

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。可组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需确认分辨率、时长、素材路径和导出格式等参数。涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。建议在安装前确认权限范围和维护状态,避免不必要的文件写入或网络请求。

来源仓库内路径:skills/threejs-impl-animation

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/openaec-foundation/three.js-claude-skill-packa…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

threejs-impl-animation 怎么安装?

在终端执行 npx skills add https://github.com/openaec-foundation/three.js-claude-skill-package --skill…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

threejs-impl-animation 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

threejs-impl-animation 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

threejs-impl-animation 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

threejs-impl-animation 用的人多吗?

公开数据是累计安装 212 次,近一周安装 9 次,下载 74 次,GitHub 1 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

threejs-impl-animation 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
threejs-impl-animation

Three.js impl animation 搜索 · 本页

2121只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

threejs-impl-animation

Quick Reference

Architecture

AnimationClip        (data: array of KeyframeTrack objects)
  └── AnimationAction  (playback controller: play, pause, fade, crossfade)
        └── AnimationMixer (master scheduler: one per animated root object)
              └── Clock    (provides delta time for mixer.update)

ALWAYS create exactly ONE AnimationMixer per animated root object. ALWAYS call mixer.update(delta) every frame inside the render loop. NEVER instantiate AnimationAction directly -- ALWAYS use mixer.clipAction(clip).

Essential Imports

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

Minimal Animation Setup

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

const clock = new THREE.Clock();
let mixer;

const loader = new GLTFLoader();
loader.load('character.glb', (gltf) => {
  scene.add(gltf.scene);
  mixer = new THREE.AnimationMixer(gltf.scene);

  // Play all animations from the GLTF file
  gltf.animations.forEach((clip) => {
    mixer.clipAction(clip).play();
  });
});

function animate() {
  const delta = clock.getDelta();
  if (mixer) mixer.update(delta);
  renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);

Critical Warnings

NEVER forget to call mixer.update(delta) in the render loop -- animations will NOT play without it.

NEVER use new Date() or performance.now() to compute delta manually -- ALWAYS use THREE.Clock or renderer.setAnimationLoop which provides stable frame timing.

NEVER call mixer.clipAction(clip) repeatedly in the render loop -- it caches internally, but the lookup is unnecessary overhead. ALWAYS store the returned action in a variable.

NEVER call .play() every frame -- call it ONCE to start playback. Calling .play() again on an already-playing action has no effect, but it signals misunderstanding.

ALWAYS call .reset() before .play() when restarting a stopped or finished action, or the action may resume from its last position.

ALWAYS set action.clampWhenFinished = true when using LoopOnce -- otherwise the action resets to the first frame when finished.


AnimationMixer

The master scheduler that drives all animation actions for a single object hierarchy.

Constructor

const mixer = new THREE.AnimationMixer(rootObject);

rootObject is the root Object3D of the animated model (typically gltf.scene).

Properties

PropertyTypeDefaultDescription
.timenumber0Global mixer time in seconds
.timeScalenumber1Global speed multiplier; 0 pauses ALL actions

Methods

MethodReturnsDescription
.clipAction(clip, root?, blendMode?)AnimationActionReturns or creates an action for the clip
.existingAction(clip, root?)`AnimationAction \null`Returns previously created action or null
.update(delta)thisAdvances mixer by delta seconds -- MUST call every frame
.setTime(seconds)thisSets global time, updates all actions
.stopAllAction()thisDeactivates all scheduled actions
.getRoot()Object3DReturns the mixer's root object
.uncacheAction(clip, root?)voidDeallocates cached action
.uncacheClip(clip)voidDeallocates clip data
.uncacheRoot(root)voidDeallocates root object data

Events

Listen via mixer.addEventListener(type, callback):

EventFires When
'finished'Action completes (ONLY with LoopOnce + clampWhenFinished = true)
'loop'Action completes a loop iteration

Event object properties: {action, loopDelta, type}.

Blend Modes

Pass as the third argument to mixer.clipAction(clip, root, blendMode):

ConstantBehavior
THREE.NormalAnimationBlendModeStandard blending (default)
THREE.AdditiveAnimationBlendModeLayered on top of base animation

AnimationAction

Controls playback of a single animation clip. NEVER instantiate directly.

Properties

PropertyTypeDefaultDescription
.blendModenumberNormalAnimationBlendModeBlending strategy
.clampWhenFinishedbooleanfalsePause at last frame when done
.enabledbooleantrueDisable without resetting
.loopnumberLoopRepeatLoop mode
.pausedbooleanfalseFreeze playback
.repetitionsnumberInfinityLoop count
.timenumber0Local time in seconds
.timeScalenumber1Speed: 0 pauses, negative reverses
.weightnumber1Blend influence [0, 1]
.zeroSlopeAtEndbooleantrueSmooth interpolation at loop end
.zeroSlopeAtStartbooleantrueSmooth interpolation at loop start

Loop Modes

ConstantBehavior
THREE.LoopOncePlays once, stops
THREE.LoopRepeatRestarts from beginning each loop
THREE.LoopPingPongAlternates forward/backward

Playback Methods

MethodDescription
.play()Start playback
.stop()Stop and reset to start
.reset()Reset time, weight, speed to initial state
.startAt(mixerTime)Delay start until specified mixer time

Fading and Crossfade Methods

MethodDescription
.fadeIn(duration)Fade weight from 0 to 1
.fadeOut(duration)Fade weight from 1 to 0
.crossFadeFrom(fadeOutAction, duration, warp)Crossfade from another action into this one
.crossFadeTo(fadeInAction, duration, warp)Crossfade from this action to another
.stopFading()Cancel any active fade

Speed and Timing Methods

MethodDescription
.halt(duration)Decelerate timeScale to 0 over duration
.warp(startScale, endScale, duration)Smoothly transition playback speed
.stopWarping()Cancel any active warp
.setDuration(seconds)Adjust timeScale so one loop takes exactly seconds
.setEffectiveTimeScale(scale)Set effective time scale
.setEffectiveWeight(weight)Set effective weight
.setLoop(mode, repetitions)Set loop mode and count
.syncWith(otherAction)Synchronize time with another action

Query Methods

MethodReturnsDescription
.isRunning()booleantrue only if actively playing
.isScheduled()booleantrue if .play() was called
.getClip()AnimationClipThe associated clip
.getMixer()AnimationMixerThe owning mixer
.getRoot()Object3DThe root object
.getEffectiveTimeScale()numberComputed time scale
.getEffectiveWeight()numberComputed weight

AnimationClip

A reusable set of keyframe tracks. Typically loaded from GLTF files.

Constructor

const clip = new THREE.AnimationClip(name, duration, tracks, blendMode);
  • name -- string identifier (GLTF clips use names from the file)
  • duration -- seconds; -1 to auto-calculate from tracks
  • tracks -- array of KeyframeTrack objects
  • blendMode -- optional blend mode constant

Key Static Methods

MethodDescription
AnimationClip.findByName(arrayOrObject, name)Look up clip by name
AnimationClip.CreateFromMorphTargetSequence(name, targets, fps, noLoop)Create clip from morph targets
AnimationClip.parse(json)Deserialize from JSON

KeyframeTrack Types

Track TypeValue TypeUse Case
VectorKeyframeTrackVector3Position, scale
QuaternionKeyframeTrackQuaternionRotation (uses slerp)
NumberKeyframeTracknumberOpacity, intensity
BooleanKeyframeTrackbooleanVisibility toggles
ColorKeyframeTrackColorColor animation
StringKeyframeTrackstringDiscrete string values

Interpolation Modes

ConstantBehavior
THREE.InterpolateDiscreteStep function, no smoothing
THREE.InterpolateLinearLinear interpolation (default)
THREE.InterpolateSmoothCubic spline interpolation

PropertyBinding Path Format

"meshName.position"                    // animate position
"meshName.material.opacity"            // animate material property
"meshName.morphTargetInfluences[0]"    // animate morph target
"boneName.quaternion"                  // animate bone rotation

Clock

Constructor

const clock = new THREE.Clock(autoStart); // autoStart defaults to true

Methods

MethodReturnsDescription
.getDelta()numberSeconds since last getDelta() call
.getElapsedTime()numberTotal elapsed time in seconds
.start()voidStart the clock
.stop()voidStop without resetting

Crossfade Pattern (Character State Machine)

const actions = {};
gltf.animations.forEach((clip) => {
  actions[clip.name] = mixer.clipAction(clip);
});

let currentAction = actions['Idle'];
currentAction.play();

function switchAction(toName, duration = 0.5) {
  const toAction = actions[toName];
  toAction.reset();
  toAction.setEffectiveTimeScale(1);
  toAction.setEffectiveWeight(1);
  toAction.crossFadeFrom(currentAction, duration, true);
  toAction.play();
  currentAction = toAction;
}

ALWAYS call .reset() on the incoming action before crossfading. ALWAYS store the current action reference for the next transition.


Additive Animation Blending

const baseAction = mixer.clipAction(baseClip);
const additiveAction = mixer.clipAction(
  additiveClip, undefined, THREE.AdditiveAnimationBlendMode
);

baseAction.play();
additiveAction.play();
additiveAction.setEffectiveWeight(0.5);

Use additive blending for layered effects: breathing, damage reactions, aim offsets.


Morph Target Animation

// Manual control
mesh.morphTargetInfluences[0] = Math.sin(elapsed) * 0.5 + 0.5;

// Via GLTF animation clip (preferred)
const morphAction = mixer.clipAction(morphClip);
morphAction.play();

Reference Links

Official Sources

平台分布

Codex

38.21%
按下载量换算28

Claude

28.84%
按下载量换算21

Cursor

19.72%
按下载量换算15

Gemini CLI

8.28%
按下载量换算6

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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