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 r184; preserve an existing project's pinned release unless migration is requested.
When to use
- Use to import a 3D model, add it to the scene, inspect its node hierarchy, and
- Use when files are
.gltf/.glb, or code importsGLTFLoader/
play baked/skinned animation clips with an AnimationMixer.
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
- Load with
GLTFLoader.loader.load(url, onLoad, onProgress, onError). The - Add
gltf.sceneto your scene and frame it. Inspect the hierarchy with - Play animations with an
AnimationMixer. One mixer per animated root; - Decode compressed assets. Attach a
DRACOLoader(and/orKTX2Loader+ - Verify what loaded — log the scene graph and
gltf.animations, and confirm
animations are ready to render with minimal parsing. Prefer it over OBJ (no scene graph, no animation) and FBX (heavy) for the web.
result gltf has gltf.scene (the Object3D root), gltf.animations (AnimationClip[]), gltf.cameras, and gltf.asset.
traverse / getObjectByName to find the parts you'll control.
mixer.clipAction(clip).play(); advance with mixer.update(delta) every frame.
Meshopt) so DRACO meshes and KTX2 textures load; point the decoders at their files.
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);
// Inspect: gltf.animations is an array of AnimationClip.
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; // declare outside so the loop can see it
const clock = new THREE.Clock();
new GLTFLoader().load('assets/character.glb', (gltf) => {
scene.add(gltf.scene);
mixer = new THREE.AnimationMixer(gltf.scene); // one mixer per animated root
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); // advance the animation by real seconds
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();
// Point at the decoder files you ship (or a pinned CDN copy of the same version).
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
loadis async →gltfonly exists inside the callback; declaremixer/refs- Animation never moves → you didn't call
mixer.update(delta)each frame, or you - DRACO/KTX2 model fails → the decoder/transcoder path is wrong or version-
- Multiple mixers fighting → use one
AnimationMixerper animated root and - Baked-in transforms surprise you → exporters sometimes bake scale/rotation onto
- Origins are off → re-parent a part under a fresh
Object3Dto give it a clean
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.
outside and assign them in the callback, or use await loader.loadAsync(url).
passed milliseconds instead of seconds (use clock.getDelta()), or you forgot action.play().
mismatched. setDecoderPath/setTranscoderPath must point at files matching your three.js version.
create all actions from it; don't make a new mixer per clip.
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.
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.