Individual skill
threejs-scene-composition
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
skills/production/runtime-assembly/threejs-scene-composition/SKILL.md
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- Last checked
- Nov 11, 2026
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- License
- MIT
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# Three.js scene composition
Use Three.js when depth, camera, lighting, material response, geometry, or spatial animation carries the media idea and a browser-rendered scene is an appropriate production surface. This skill begins after asset requirements and creative intent are known and ends with a reproducible rendered scene package.
It does not teach mesh modeling, retopology, rig authoring, physics simulation, WebXR product design, or game logic. It may consume approved glTF assets, animation clips, textures, environment maps, fonts, data, and audio cues produced elsewhere.
## Evidence stance
- **Documented fact** means behavior specified by official Three.js, Khronos, WebGL, or W3C sources.
- **Production heuristic** means a useful starting point that must be tested on the actual scene and delivery hardware.
- **Empirical observation** means a result measured from the scene, frame output, browser, GPU, or encoded deliverable.
Three.js releases frequently and examples/addons may change paths or APIs. Facts and links were checked **2026-07-12**. Pin and record the installed revision, check migration notes, and test the exact target browser and renderer before delivery. WebGPU support and renderer parity are especially volatile.