| 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.
|
| license | Apache-2.0 |
| compatibility | three.js r165+ (verified against r184; GLTFLoader from three/addons) |
| metadata | {"engine":"threejs","category":"web-engines","difficulty":"intermediate"} |
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
r165+, verified against r184.
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
- 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.
- 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.
- Add
gltf.scene to your scene and frame it. Inspect the hierarchy with
traverse / getObjectByName to find the parts you'll control.
- Play animations with an
AnimationMixer. One mixer per animated root;
mixer.clipAction(clip).play(); advance with mixer.update(delta) every frame.
- Decode compressed assets. Attach a
DRACOLoader (and/or KTX2Loader +
Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their
files.
- 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
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);
console.log('clips:', gltf.animations.map((c) => c.name));
},
(event) => console.log(`${(event.loaded / event.total) * 100}% loaded`),
(error) => console.error('glTF load failed:', error)
);
2. Play a skinned animation with AnimationMixer
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let mixer;
const clock = new THREE.Clock();
new GLTFLoader().load('assets/character.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene);
const clip = THREE.AnimationClip.findByName(gltf.animations, 'Run')
?? gltf.animations[0];
mixer.clipAction(clip).play();
});
renderer.setAnimationLoop(() => {
const dt = clock.getDelta();
if (mixer) mixer.update(dt);
renderer.render(scene, camera);
});
3. Cross-fade between two clips
const actions = {};
mixer = new THREE.AnimationMixer(gltf.scene);
for (const clip of gltf.animations) {
actions[clip.name] = mixer.clipAction(clip);
}
actions['Idle'].play();
function transitionTo(name, duration = 0.3) {
const next = actions[name];
next.reset().play();
for (const [n, action] of Object.entries(actions)) {
if (n !== name) action.crossFadeTo(next, duration, false);
}
}
4. DRACO-compressed geometry
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const draco = new DRACOLoader();
draco.setDecoderPath('https://cdn.jsdelivr.net/npm/three@0.184.0/examples/jsm/libs/draco/');
const loader = new GLTFLoader();
loader.setDRACOLoader(draco);
loader.load('assets/city-draco.glb', (gltf) => scene.add(gltf.scene));
5. Find and animate a named part
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(() => {
const dt = clock.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 clock.getDelta()), or you forgot
action.play().
- DRACO/KTX2 model fails → the decoder/transcoder path is wrong or version-
mismatched.
setDecoderPath/setTranscoderPath must point at files matching your
three.js version.
- 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.