Skill detail
r3f-animation
Direct React Three Fiber animation implementation skill.
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SKILL.md
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---
name: r3f-animation
description: React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.
---
# 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)
Read the full source on GitHub (opens external page)