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
play baked/skinned animation clips with anAnimationMixer. - Use when files are
.gltf/.glb, or code importsGLTFLoader/
DRACOLoader/KTX2Loaderfromthree/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
resultgltfhasgltf.scene(theObject3Droot),gltf.animations
(AnimationClip[]),gltf.cameras, andgltf.asset. - Add
gltf.sceneto your scene and frame it. Inspect the hierarchy with
traverse/getObjectByNameto find the parts you'll control. - Play animations with an
AnimationMixer. One mixer per animated root;
mixer.clipAction(clip).play(); advance withmixer.update(delta)every frame. - Decode compressed assets. Attach a
DRACOLoader(and/orKTX2Loader+
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);
// 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
light or environment. Add a light orscene.environment(see
threejs-materials-lighting), and check scale — glTF is in metres, so a 0.01-scaled
asset is tiny. loadis async →gltfonly exists inside the callback; declaremixer/refs
outside and assign them in the callback, or useawait loader.loadAsync(url).- Animation never moves → you didn't call
mixer.update(delta)each frame, or you
passed milliseconds instead of seconds (useclock.getDelta()), or you forgot
action.play(). - DRACO/KTX2 model fails → the decoder/transcoder path is wrong or version-
mismatched.setDecoderPath/setTranscoderPathmust point at files matching your
three.js version. - Multiple mixers fighting → use one
AnimationMixerper 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
Object3Dto give it a clean
pivot rather than fighting baked offsets.
References
- For the full decode/transcode setup (DRACO + Meshopt + KTX2 together),
loadAsync- a
LoadingManagerprogress bar, reusing models withSkeletonUtils.clone, and
exporter guidance (apply transforms, one clean root), read
references/loaders-and-animation.md.
- a
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.