Skip to content
react-three-fiber logo

React Three Fiber

react-three-fiber

Build declarative 3D scenes with React Three Fiber (R3F) - a React renderer for Three.js. Use when building interactive 3D experiences in React applications with component-based architecture, state management, and reusable abstractions. Ideal for product configurators, portfolios, games, data vis...

freshtechbro/claudedesignskills3.2Kinstalls976stars

SKILL.md

Full skill instructions

React Three Fiber

Overview

React Three Fiber (R3F) is a React renderer for Three.js that brings declarative, component-based 3D development to React applications. Instead of imperatively creating and managing Three.js objects, you build 3D scenes using JSX components that map directly to Three.js objects.

When to Use This Skill:

  • Building 3D experiences within React applications
  • Creating interactive product configurators or showcases
  • Developing 3D portfolios, galleries, or storytelling experiences
  • Building games or simulations in React
  • Adding 3D elements to existing React projects
  • When you need state management and React hooks with 3D graphics
  • When working with React frameworks (Next.js, Gatsby, Remix)

Key Benefits:

  • Declarative: Write 3D scenes like React components
  • React Integration: Full access to hooks, context, state management
  • Reusability: Create and share 3D component libraries
  • Performance: Automatic render optimization and reconciliation
  • Ecosystem: Works with Drei helpers, Zustand, Framer Motion, etc.
  • TypeScript Support: Full type safety for Three.js objects

Core Concepts

1. Canvas Component

The <Canvas> component sets up a Three.js scene, camera, renderer, and render loop.

import { Canvas } from '@react-three/​fiber'

function App() {
  return (
    <Canvas
      camera={{ position: [0, 0, 5], fov: 75 }}
      gl={{ antialias: true }}
      dpr={[1, 2]}
    >
      {/​* 3D content goes here */​}
    </​Canvas>
  )
}

Canvas Props:

  • camera - Camera configuration (position, fov, near, far)
  • gl - WebGL renderer settings
  • dpr - Device pixel ratio (default: [1, 2])
  • shadows - Enable shadow mapping (default: false)
  • frameloop - "always" (default), "demand", or "never"
  • flat - Disable color management for simpler colors
  • linear - Use linear color space instead of sRGB

2. Declarative 3D Objects

Three.js objects are created using JSX with kebab-case props:

// THREE.Mesh + THREE.BoxGeometry + THREE.MeshStandardMaterial
<mesh position={[0, 0, 0]} rotation={[0, Math.PI / 4, 0]}>
  <boxGeometry args={[1, 1, 1]} />
  <meshStandardMaterial color="hotpink" />
</​mesh>

Prop Mapping:

  • position → object.position.set(x, y, z)
  • rotation → object.rotation.set(x, y, z)
  • scale → object.scale.set(x, y, z)
  • args → Constructor arguments for geometry/​material
  • attach → Attach to parent property (e.g., attach="material")

Shorthand Notation:

// Full notation
<mesh position={[1, 2, 3]} />

// Axis-specific (dash notation)
<mesh position-x={1} position-y={2} position-z={3} />

3. useFrame Hook

Execute code on every frame (animation loop):

import { useFrame } from '@react-three/​fiber'
import { useRef } from 'react'

function RotatingBox() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // Rotate mesh on every frame
    meshRef.current.rotation.x += delta
    meshRef.current.rotation.y += delta * 0.5

    // Access scene state
    const time = state.clock.elapsedTime
    meshRef.current.position.y = Math.sin(time) * 2
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </​mesh>
  )
}

useFrame Parameters:

  • state - Scene state (camera, scene, gl, clock, etc.)
  • delta - Time since last frame (for frame-rate independence)
  • xrFrame - XR frame data (for VR/​AR)

Important: Never use setState inside useFrame - it causes unnecessary re-renders!

4. useThree Hook

Access scene state and methods:

import { useThree } from '@react-three/​fiber'

function CameraInfo() {
  const { camera, gl, scene, size, viewport } = useThree()

  // Selective subscription (only re-render on size change)
  const size = useThree((state) => state.size)

  // Get state non-reactively
  const get = useThree((state) => state.get)
  const freshState = get() // Latest state without triggering re-render

  return null
}

Available State:

  • camera - Default camera
  • scene - Three.js scene
  • gl - WebGL renderer
  • size - Canvas dimensions
  • viewport - Viewport dimensions in 3D units
  • clock - Three.js clock
  • pointer - Normalized mouse coordinates
  • invalidate() - Manually trigger render
  • setSize() - Manually resize canvas

5. useLoader Hook

Load assets with automatic caching and Suspense integration:

import { Suspense } from 'react'
import { useLoader } from '@react-three/​fiber'
import { GLTFLoader } from 'three/​examples/​jsm/​loaders/​GLTFLoader'
import { TextureLoader } from 'three'

function Model() {
  const gltf = useLoader(GLTFLoader, '/​model.glb')
  return <primitive object={gltf.scene} />
}

function TexturedMesh() {
  const texture = useLoader(TextureLoader, '/​texture.jpg')
  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial map={texture} />
    </​mesh>
  )
}

function App() {
  return (
    <Canvas>
      <Suspense fallback={<LoadingIndicator />}>
        <Model />
        <TexturedMesh />
      </​Suspense>
    </​Canvas>
  )
}

Loading Multiple Assets:

const [texture1, texture2, texture3] = useLoader(TextureLoader, [
  '/​tex1.jpg',
  '/​tex2.jpg',
  '/​tex3.jpg'
])

Loader Extensions:

import { DRACOLoader } from 'three/​examples/​jsm/​loaders/​DRACOLoader'

useLoader(GLTFLoader, '/​model.glb', (loader) => {
  const dracoLoader = new DRACOLoader()
  dracoLoader.setDecoderPath('/​draco/')
  loader.setDRACOLoader(dracoLoader)
})

Pre-loading:

// Pre-load assets before component mounts
useLoader.preload(GLTFLoader, '/​model.glb')

Common Patterns

Pattern 1: Basic Scene Setup

import { Canvas } from '@react-three/​fiber'

function Scene() {
  return (
    <>
      {/​* Lights */​}
      <ambientLight intensity={0.5} />
      <spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} />

      {/​* Objects */​}
      <mesh position={[0, 0, 0]}>
        <boxGeometry args={[1, 1, 1]} />
        <meshStandardMaterial color="hotpink" />
      </​mesh>
    </>
  )
}

function App() {
  return (
    <Canvas camera={{ position: [0, 0, 5], fov: 75 }}>
      <Scene />
    </​Canvas>
  )
}

Pattern 2: Interactive Objects (Click, Hover)

import { useState } from 'react'

function InteractiveBox() {
  const [hovered, setHovered] = useState(false)
  const [active, setActive] = useState(false)

  return (
    <mesh
      scale={active ? 1.5 : 1}
      onClick={() => setActive(!active)}
      onPointerOver={() => setHovered(true)}
      onPointerOut={() => setHovered(false)}
    >
      <boxGeometry />
      <meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} />
    </​mesh>
  )
}

Pattern 3: Animated Component with useFrame

import { useRef } from 'react'
import { useFrame } from '@react-three/​fiber'

function AnimatedSphere() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // Rotate
    meshRef.current.rotation.y += delta

    // Oscillate position
    const time = state.clock.elapsedTime
    meshRef.current.position.y = Math.sin(time) * 2
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry args={[1, 32, 32]} />
      <meshStandardMaterial color="cyan" />
    </​mesh>
  )
}

Pattern 4: Loading GLTF Models

import { Suspense } from 'react'
import { useLoader } from '@react-three/​fiber'
import { GLTFLoader } from 'three/​examples/​jsm/​loaders/​GLTFLoader'

function Model({ url }) {
  const gltf = useLoader(GLTFLoader, url)

  return (
    <primitive
      object={gltf.scene}
      scale={0.5}
      position={[0, 0, 0]}
    />
  )
}

function App() {
  return (
    <Canvas>
      <Suspense fallback={<LoadingPlaceholder />}>
        <Model url="/​model.glb" />
      </​Suspense>
    </​Canvas>
  )
}

function LoadingPlaceholder() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial wireframe />
    </​mesh>
  )
}

Pattern 5: Multiple Lights

function Lighting() {
  return (
    <>
      {/​* Ambient light for base illumination */​}
      <ambientLight intensity={0.3} />

      {/​* Directional light with shadows */​}
      <directionalLight
        position={[5, 5, 5]}
        intensity={1}
        castShadow
        shadow-mapSize-width={2048}
        shadow-mapSize-height={2048}
      />

      {/​* Point light for accent */​}
      <pointLight position={[-5, 5, -5]} intensity={0.5} color="blue" />

      {/​* Spot light for focused illumination */​}
      <spotLight
        position={[10, 10, 10]}
        angle={0.3}
        penumbra={1}
        intensity={1}
      />
    </>
  )
}

Pattern 6: Instancing (Many Objects)

import { useMemo, useRef } from 'react'
import * as THREE from 'three'
import { useFrame } from '@react-three/​fiber'

function Particles({ count = 1000 }) {
  const meshRef = useRef()

  // Generate random positions
  const particles = useMemo(() => {
    const temp = []
    for (let i = 0; i < count; i++) {
      const t = Math.random() * 100
      const factor = 20 + Math.random() * 100
      const speed = 0.01 + Math.random() / 200
      const x = Math.random() * 2 - 1
      const y = Math.random() * 2 - 1
      const z = Math.random() * 2 - 1
      temp.push({ t, factor, speed, x, y, z, mx: 0, my: 0 })
    }
    return temp
  }, [count])

  const dummy = useMemo(() => new THREE.Object3D(), [])

  useFrame(() => {
    particles.forEach((particle, i) => {
      let { t, factor, speed, x, y, z } = particle
      t = particle.t += speed / 2
      const a = Math.cos(t) + Math.sin(t * 1) / 10
      const b = Math.sin(t) + Math.cos(t * 2) / 10
      const s = Math.cos(t)

      dummy.position.set(
        x + Math.cos((t / 10) * factor) + (Math.sin(t * 1) * factor) / 10,
        y + Math.sin((t / 10) * factor) + (Math.cos(t * 2) * factor) / 10,
        z + Math.cos((t / 10) * factor) + (Math.sin(t * 3) * factor) / 10
      )
      dummy.scale.set(s, s, s)
      dummy.updateMatrix()
      meshRef.current.setMatrixAt(i, dummy.matrix)
    })
    meshRef.current.instanceMatrix.needsUpdate = true
  })

  return (
    <instancedMesh ref={meshRef} args={[null, null, count]}>
      <sphereGeometry args={[0.05, 8, 8]} />
      <meshBasicMaterial color="white" />
    </​instancedMesh>
  )
}

Pattern 7: Groups and Nesting

function Robot() {
  return (
    <group position={[0, 0, 0]}>
      {/​* Body */​}
      <mesh position={[0, 0, 0]}>
        <boxGeometry args={[1, 2, 1]} />
        <meshStandardMaterial color="gray" />
      </​mesh>

      {/​* Head */​}
      <mesh position={[0, 1.5, 0]}>
        <sphereGeometry args={[0.5, 32, 32]} />
        <meshStandardMaterial color="silver" />
      </​mesh>

      {/​* Arms */​}
      <group position={[-0.75, 0.5, 0]}>
        <mesh>
          <cylinderGeometry args={[0.1, 0.1, 1.5]} />
          <meshStandardMaterial color="darkgray" />
        </​mesh>
      </​group>

      <group position={[0.75, 0.5, 0]}>
        <mesh>
          <cylinderGeometry args={[0.1, 0.1, 1.5]} />
          <meshStandardMaterial color="darkgray" />
        </​mesh>
      </​group>
    </​group>
  )
}

Integration with Drei Helpers

Drei is the essential helper library for R3F, providing ready-to-use components:

OrbitControls

import { OrbitControls } from '@react-three/​drei'

<Canvas>
  <OrbitControls
    makeDefault
    enableDamping
    dampingFactor={0.05}
    minDistance={3}
    maxDistance={20}
  />
  <Box />
</​Canvas>

Environment & Lighting

import { Environment, ContactShadows } from '@react-three/​drei'

<Canvas>
  {/​* HDRI environment map */​}
  <Environment preset="sunset" />

  {/​* Or custom */​}
  <Environment files="/​hdri.hdr" />

  {/​* Soft contact shadows */​}
  <ContactShadows
    opacity={0.5}
    scale={10}
    blur={1}
    far={10}
    resolution={256}
  />

  <Model />
</​Canvas>

Text

import { Text, Text3D } from '@react-three/​drei'

// 2D Billboard text
<Text
  position={[0, 2, 0]}
  fontSize={1}
  color="white"
  anchorX="center"
  anchorY="middle"
>
  Hello World
</​Text>

// 3D extruded text
<Text3D
  font="/​fonts/​helvetiker_regular.typeface.json"
  size={1}
  height={0.2}
>
  3D Text
  <meshNormalMaterial />
</​Text3D>

useGLTF Hook (Drei)

import { useGLTF } from '@react-three/​drei'

function Model() {
  const { scene, materials, nodes } = useGLTF('/​model.glb')

  return <primitive object={scene} />
}

// Pre-load
useGLTF.preload('/​model.glb')

Center & Bounds

import { Center, Bounds, useBounds } from '@react-three/​drei'

// Auto-center objects
<Center>
  <Model />
</​Center>

// Auto-fit camera to bounds
<Bounds fit clip observe margin={1.2}>
  <Model />
</​Bounds>

HTML Overlay

import { Html } from '@react-three/​drei'

<mesh>
  <boxGeometry />
  <meshStandardMaterial />

  <Html
    position={[0, 1, 0]}
    center
    distanceFactor={10}
  >
    <div className="annotation">
      This is a box
    </​div>
  </​Html>
</​mesh>

Scroll Controls

import { ScrollControls, Scroll, useScroll } from '@react-three/​drei'
import { useFrame } from '@react-three/​fiber'

function AnimatedScene() {
  const scroll = useScroll()
  const meshRef = useRef()

  useFrame(() => {
    const offset = scroll.offset // 0-1 normalized scroll position
    meshRef.current.position.y = offset * 10
  })

  return <mesh ref={meshRef}>...</​mesh>
}

<Canvas>
  <ScrollControls pages={3} damping={0.5}>
    <Scroll>
      <AnimatedScene />
    </​Scroll>

    {/​* HTML overlay */​}
    <Scroll html>
      <div style={{ height: '100vh' }}>
        <h1>Scrollable content</​h1>
      </​div>
    </​Scroll>
  </​ScrollControls>
</​Canvas>

Integration with Other Libraries

With GSAP

import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/​fiber'
import gsap from 'gsap'

function AnimatedBox() {
  const meshRef = useRef()

  useEffect(() => {
    // GSAP timeline animation
    const tl = gsap.timeline({ repeat: -1, yoyo: true })

    tl.to(meshRef.current.position, {
      y: 2,
      duration: 1,
      ease: 'power2.inOut'
    })
    .to(meshRef.current.rotation, {
      y: Math.PI * 2,
      duration: 2,
      ease: 'none'
    }, 0)

    return () => tl.kill()
  }, [])

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </​mesh>
  )
}

With Framer Motion

import { motion } from 'framer-motion-3d'

function AnimatedSphere() {
  return (
    <motion.mesh
      initial={{ scale: 0 }}
      animate={{ scale: 1 }}
      transition={{ duration: 1 }}
    >
      <sphereGeometry />
      <meshStandardMaterial color="hotpink" />
    </​motion.mesh>
  )
}

With Zustand (State Management)

import create from 'zustand'

const useStore = create((set) => ({
  color: 'orange',
  setColor: (color) => set({ color })
}))

function Box() {
  const color = useStore((state) => state.color)
  const setColor = useStore((state) => state.setColor)

  return (
    <mesh onClick={() => setColor('hotpink')}>
      <boxGeometry />
      <meshStandardMaterial color={color} />
    </​mesh>
  )
}

Performance Optimization

1. On-Demand Rendering

<Canvas frameloop="demand">
  {/​* Only renders when needed */​}
</​Canvas>

// Manually trigger render
function MyComponent() {
  const invalidate = useThree((state) => state.invalidate)

  return (
    <mesh onClick={() => invalidate()}>
      <boxGeometry />
      <meshStandardMaterial />
    </​mesh>
  )
}

2. Instancing

Use <instancedMesh> for rendering many identical objects:

function Particles({ count = 10000 }) {
  const meshRef = useRef()

  useEffect(() => {
    const temp = new THREE.Object3D()

    for (let i = 0; i < count; i++) {
      temp.position.set(
        Math.random() * 10 - 5,
        Math.random() * 10 - 5,
        Math.random() * 10 - 5
      )
      temp.updateMatrix()
      meshRef.current.setMatrixAt(i, temp.matrix)
    }

    meshRef.current.instanceMatrix.needsUpdate = true
  }, [count])

  return (
    <instancedMesh ref={meshRef} args={[null, null, count]}>
      <sphereGeometry args={[0.1, 8, 8]} />
      <meshBasicMaterial color="white" />
    </​instancedMesh>
  )
}

3. Frustum Culling

Objects outside the camera view are automatically culled.

// Disable for always-visible objects
<mesh frustumCulled={false}>
  <boxGeometry />
  <meshStandardMaterial />
</​mesh>

4. LOD (Level of Detail)

import { Detailed } from '@react-three/​drei'

<Detailed distances={[0, 10, 20]}>
  {/​* High detail - close to camera */​}
  <mesh geometry={highPolyGeometry} />

  {/​* Medium detail */​}
  <mesh geometry={mediumPolyGeometry} />

  {/​* Low detail - far from camera */​}
  <mesh geometry={lowPolyGeometry} />
</​Detailed>

5. Adaptive Performance

import { AdaptiveDpr, AdaptiveEvents, PerformanceMonitor } from '@react-three/​drei'

<Canvas>
  {/​* Reduce DPR when performance drops */​}
  <AdaptiveDpr pixelated />

  {/​* Reduce raycast frequency */​}
  <AdaptiveEvents />

  {/​* Monitor and respond to performance */​}
  <PerformanceMonitor
    onIncline={() => console.log('Performance improved')}
    onDecline={() => console.log('Performance degraded')}
  >
    <Scene />
  </​PerformanceMonitor>
</​Canvas>

6. Selective Re-renders

Use useThree selectors to avoid unnecessary re-renders:

// ❌ Re-renders on any state change
const state = useThree()

// ✅ Only re-renders when size changes
const size = useThree((state) => state.size)

// ✅ Only re-renders when camera changes
const camera = useThree((state) => state.camera)

Common Pitfalls & Solutions

❌ Pitfall 1: setState in useFrame

// ❌ BAD: Triggers React re-renders every frame
const [x, setX] = useState(0)
useFrame(() => setX((x) => x + 0.1))
return <mesh position-x={x} />

✅ Solution: Mutate refs directly

// ✅ GOOD: Direct mutation, no re-renders
const meshRef = useRef()
useFrame((state, delta) => {
  meshRef.current.position.x += delta
})
return <mesh ref={meshRef} />

❌ Pitfall 2: Creating Objects in Render

// ❌ BAD: Creates new Vector3 every render
<mesh position={new THREE.Vector3(1, 2, 3)} />

✅ Solution: Use arrays or useMemo

// ✅ GOOD: Use array notation
<mesh position={[1, 2, 3]} />

// Or useMemo for complex objects
const position = useMemo(() => new THREE.Vector3(1, 2, 3), [])
<mesh position={position} />

❌ Pitfall 3: Not Using useLoader Cache

// ❌ BAD: Loads texture every render
function Component() {
  const [texture, setTexture] = useState()
  useEffect(() => {
    new TextureLoader().load('/​texture.jpg', setTexture)
  }, [])
  return texture ? <meshBasicMaterial map={texture} /> : null
}

✅ Solution: Use useLoader (automatic caching)

// ✅ GOOD: Cached and reused
function Component() {
  const texture = useLoader(TextureLoader, '/​texture.jpg')
  return <meshBasicMaterial map={texture} />
}

❌ Pitfall 4: Conditional Mounting (Expensive)

// ❌ BAD: Unmounts and remounts (expensive)
{stage === 1 && <Stage1 />}
{stage === 2 && <Stage2 />}
{stage === 3 && <Stage3 />}

✅ Solution: Use visibility prop

// ✅ GOOD: Components stay mounted, just hidden
<Stage1 visible={stage === 1} />
<Stage2 visible={stage === 2} />
<Stage3 visible={stage === 3} />

function Stage1({ visible, ...props }) {
  return <group {...props} visible={visible}>...</​group>
}

❌ Pitfall 5: useThree Outside Canvas

// ❌ BAD: Crashes - useThree must be inside Canvas
function App() {
  const { size } = useThree()
  return <Canvas>...</​Canvas>
}

✅ Solution: Use hooks inside Canvas children

// ✅ GOOD: useThree inside Canvas child
function CameraInfo() {
  const { size } = useThree()
  return null
}

function App() {
  return (
    <Canvas>
      <CameraInfo />
    </​Canvas>
  )
}

❌ Pitfall 6: Not Disposing Resources

// ❌ BAD: Memory leak - textures not disposed
const texture = useLoader(TextureLoader, '/​texture.jpg')

✅ Solution: R3F handles disposal automatically, but be careful with manual Three.js objects

// ✅ GOOD: Manual cleanup when needed
useEffect(() => {
  const geometry = new THREE.SphereGeometry(1)
  const material = new THREE.MeshBasicMaterial()

  return () => {
    geometry.dispose()
    material.dispose()
  }
}, [])

Best Practices

1. Component Composition

Break scenes into reusable components:

function Lights() {
  return (
    <>
      <ambientLight intensity={0.5} />
      <spotLight position={[10, 10, 10]} angle={0.15} />
    </>
  )
}

function Scene() {
  return (
    <>
      <Lights />
      <Model />
      <Ground />
      <Effects />
    </>
  )
}

<Canvas>
  <Scene />
</​Canvas>

2. Suspend Heavy Assets

Always wrap async operations in Suspense:

<Canvas>
  <Suspense fallback={<Loader />}>
    <Model />
    <Environment />
  </​Suspense>
</​Canvas>

3. Use TypeScript

import { ThreeElements } from '@react-three/​fiber'

function Box(props: ThreeElements['mesh']) {
  return (
    <mesh {...props}>
      <boxGeometry />
      <meshStandardMaterial />
    </​mesh>
  )
}

4. Organize by Feature

src/
  components/
    3d/
      Scene.tsx
      Lights.tsx
      Camera.tsx
    models/
      Robot.tsx
      Character.tsx
    effects/
      PostProcessing.tsx

5. Test with React DevTools Profiler

Monitor re-renders and optimize components causing performance issues.


Resources

References

  • references/​api_reference.md - Complete R3F & Drei API documentation
  • references/​hooks_guide.md - Detailed hooks usage and patterns
  • references/​drei_helpers.md - Comprehensive Drei library guide

Scripts

  • scripts/​component_generator.py - Generate R3F component boilerplate
  • scripts/​scene_setup.py - Initialize R3F scene with common patterns

Assets

  • assets/​starter_r3f/ - Complete R3F + Vite starter template
  • assets/​examples/ - Real-world R3F component examples

External Resources

More skills from freshtechbro

modern-web-design logo
freshtechbro/claudedesignskills

modern-web-design

Modern web design trends, principles, and implementation patterns for 2024-2025. Use this skill when designing websites, creating interactive experiences, implementing design systems, ensuring accessibility, or building performance-first interfaces. Triggers on tasks involving modern design trend...

976 2.6K
View
lottie-animations logo
freshtechbro/claudedesignskills

lottie-animations

After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effec...

976 2.6K
View
animated-component-libraries logo
freshtechbro/claudedesignskills

animated-component-libraries

Pre-built animated React component collections combining Magic UI (150+ TypeScript/Tailwind/Motion components) and React Bits (90+ minimal-dependency animated components). Use this skill when building landing pages, marketing sites, dashboards, or interactive UIs requiring pre-made animated compo...

976 2.6K
View
gsap-scrolltrigger logo
freshtechbro/claudedesignskills

gsap-scrolltrigger

Comprehensive skill for GSAP (GreenSock Animation Platform) and ScrollTrigger plugin. Use this skill when creating web animations, scroll-driven experiences, timelines, tweens, scroll-triggered animations, pinning, scrubbing, parallax effects, or animating DOM elements, SVG, Canvas, WebGL, or Thr...

976 2.5K
View
spline-interactive logo
freshtechbro/claudedesignskills

spline-interactive

Browser-based 3D design tool with visual editor, animation, and web export. Use this skill when creating 3D scenes without code, designing interactive web experiences, prototyping 3D UI, exporting to React/web, or building designer-friendly 3D content. Triggers on tasks involving Spline, no-code ...

976 2.5K
View
animejs logo
freshtechbro/claudedesignskills

animejs

Versatile JavaScript animation engine for DOM, CSS, SVG, and JavaScript objects. Use when creating timeline-based animations, stagger effects, SVG morphing, keyframe sequences, or complex choreographed animations. Triggers on tasks involving Anime.js, timeline animations, staggered sequences, SVG...

976 2.4K
View
lightweight-3d-effects logo
freshtechbro/claudedesignskills

lightweight-3d-effects

Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on t...

976 2.3K
View
rive-interactive logo
freshtechbro/claudedesignskills

rive-interactive

State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state machines, interac...

976 2.3K
View
locomotive-scroll logo
freshtechbro/claudedesignskills

locomotive-scroll

Comprehensive skill for Locomotive Scroll smooth scrolling library with parallax effects, viewport detection, and scroll-driven animations. Use this skill when implementing smooth scrolling experiences, creating parallax effects, building scroll-triggered animations, or developing immersive scrol...

976 2.3K
View
pixijs-2d logo
freshtechbro/claudedesignskills

pixijs-2d

Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving P...

976 2.3K
View
babylonjs-engine logo
freshtechbro/claudedesignskills

babylonjs-engine

Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, p...

976 2.2K
View
react-spring-physics logo
freshtechbro/claudedesignskills

react-spring-physics

Physics-based animation library combining React Spring (spring dynamics, gesture integration, 60fps animations) and Popmotion (low-level composable animation utilities, reactive streams). Use when building fluid, natural-feeling UI animations, gesture-driven interfaces, physics simulations, or sp...

976 2.2K
View

Popular AI tools

Kaiber logo
Video

Kaiber

Generate, edit, and beat-sync AI video with leading models in one workspace.

Paid
View
Vimcal logo
Productivity

Vimcal

The world's fastest calendar for remote work

Free
View

Transform Your Design with AI Designer by ImgCreator.ai

Freemium
View
Akool AI logo
Content & writing

Akool AI

Revolutionizing Video Production with AI-Powered Creativity

Paid
View

Extend an image past the frame and let AI fill the new aspect ratio.

Freemium
View
StarByFace logo
Security

StarByFace

Discover your celebrity doppelgänger with StarByFace!

Free
View
C

ChainClarity explains 700+ crypto whitepapers in plain English, with layered summaries, comparisons, research tools, alerts, and a $4.99 Pro plan.

Freemium
View
Opus Clip logo
Coding & apps

Opus Clip

Opus.ai: Revolutionize Your Web Experience

Free
View