SuperAPI AI Directory

three

Design & creation

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Updated 10-15 18:28

About this skill

Three.js for FrameVideo

When To Use

Use Three.js for:

  • 3D product showcases — rotating products, exploded views
  • 3D scenes and environments — backgrounds, animated 3D elements
  • GLTF model animation — loading and animating 3D models
  • Camera motion — dolly, pan, orbit camera movements
  • WebGL shader effects — custom shaders, post-processing

Do NOT Use

Avoid Three.js for:

  • 2D animations — use gsap (simpler and lighter)
  • GPU compute shaders — use typegpu (better compute pipeline support)
  • Simple effects — Three.js is heavy, use lighter alternatives when possible
  • Text animation — use HTML + GSAP (better text rendering)

Quick Start

Basic Three.js scene in FrameVideo:

<canvas id="three-layer" style="position: absolute; inset: 0;"></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 });
  renderer.setSize(1920, 1080, false);

  const scene = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(35, 1920/1080, 0.1, 100);
  camera.position.z = 6;

  const mesh = new THREE.Mesh(
    new THREE.BoxGeometry(2, 2, 2),
    new THREE.MeshStandardMaterial({ color: 0x64d2ff })
  );
  scene.add(mesh);
  scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));

  // Listen for FrameVideo seek events
  window.addEventListener("fv-seek", (event) => {
    const time = event.detail.time;
    mesh.rotation.y = time * 0.7;
    renderer.render(scene, camera);
  });
</script>

Key points:

  1. Listen for fv-seek event
  2. Render at event.detail.time
  3. Avoid requestAnimationFrame

Contract

  • Create the scene, camera, renderer, materials, and assets synchronously when possible.
  • Render from FrameVideo time, not wall-clock time.
  • Listen for the fv-seek event and render exactly that time.
  • Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
  • Avoid requestAnimationFrame or renderer.setAnimationLoop as the source of truth for render-critical motion.

The adapter sets window.__fvThreeTime and dispatches new CustomEvent("fv-seek", { detail: { time } }) on each seek.

Basic Pattern

<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("fv-seek", (event) => {
    renderAt(event.detail.time);
  });

  renderAt(window.__fvThreeTime || 0);
</script>
#three-layer {
  width: 100%;
  height: 100%;
  display: block;
}

AnimationMixer Pattern

For GLTF or authored clip animation, seek the mixer directly:

function 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:

npx framevideo lint
npx framevideo validate

Credits And References