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r3f-animation · zebbern — Claude Code skill: what it does, how to install

Teaches the coding agent how to handle React Three Fiber animations, GLTF clip blending, and spring motion.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add zebbern/claude-code-guide --skill r3f-animation -a claude-code
Open on GitHub

What r3f-animation does

The skill supplies code patterns for motion in React Three Fiber. It guides the model through useFrame passes, render priority management, and reading delta time from state. That keeps procedural movement frame-rate independent.

For skeletal meshes, it details @react-three/drei helpers including useGLTF and useAnimations. It covers crossfading clips, listening to mixer events, and blending walks into runs using animation weights. Spring physics relies on installing @react-spring/three separately.

What it helps with

  • animate meshes frame by frame using delta time in useFrame
  • trigger and stop skeletal animations from GLTF assets with useAnimations
  • crossfade between character clips such as idle and walk
  • blend multiple animation clips according to character velocity

Example prompts for the agent

  • Create a mesh that rotates along two axes using useFrame delta
  • Blend idle and run animations in my GLTF character based on movement speed
  • Add an event listener to the animation mixer that triggers when a clip finishes

How to install r3f-animation

1Skills CLI (Vercel)

npx skills add zebbern/claude-code-guide --skill r3f-animation -a claude-code

2Manually: put the files in place

~/.claude/skills/r3f-animation/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/r3f-animation/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about r3f-animation

How do I install r3f-animation in Claude Code?

Run npx skills add zebbern/claude-code-guide --skill r3f-animation -a claude-code. The file will be placed in ~/.claude/skills/r3f-animation/SKILL.md.

What does r3f-animation do?

It provides reference patterns for React Three Fiber motion. It handles per-frame updates via useFrame, GLTF playback with useAnimations, and spring physics.

Which packages are required for these animation snippets?

You need @react-three/fiber and @react-three/drei. To use spring physics, install @react-spring/three in your project.

Source text

SKILL.md · MIT
---
name: r3f-animation
description: React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.
---

# React Three Fiber Animation

## Quick Start

```tsx
import { Canvas, useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function RotatingBox() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    meshRef.current.rotation.x += delta
    meshRef.current.rotation.y += delta * 0.5
  })

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

export default function App() {
  return (
    <Canvas>
      <ambientLight />
      <RotatingBox />
    </Canvas>
  )
}
```

## useFrame Hook

The core animation hook in R3F. Runs every frame.

### Basic Usage

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

function AnimatedMesh() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // state contains: clock, camera, scene, gl, mouse, etc.
    // delta is time since last frame in seconds

    meshRef.current.rotation.y += delta
  })

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

### State Object

```tsx
useFrame((state, delta, xrFrame) => {
  const {
    clock,           // THREE.Clock
    camera,          // Current camera
    scene,           // Scene
    gl,              // WebGLRenderer
    mouse,           // Normalized mouse position (-1 to 1)
    pointer,         // Same as mouse
    viewport,        // Viewport dimensions
    size,            // Canvas size
    raycaster,       // Raycaster
    get,             // Get current state
    set,             // Set state
    invalidate,      // Request re-render (when frameloop="demand")
  } = state

  // Time-based animation
  const t = clock.getElapsedTime()
  meshRef.current.position.y = Math.sin(t) * 2
})
```

### Render Priority

```tsx
// Lower numbers run first. Default is 0.
// Use negative for pre-render, positive for post-render

function PreRender() {
  useFrame(() => {
    // Runs before main render
  }, -1)
}

function PostRender() {
  useFrame(() => {
    // Runs after main render
  }, 1)
}

function DefaultRender() {
  useFrame(() => {
    // Runs at default priority (0)
  })
}
```

### Conditional Animation

```tsx
function ConditionalAnimation({ isAnimating }) {
  const meshRef = useRef()

  useFrame((state, delta) => {
    if (!isAnimating) return
    meshRef.current.rotation.y += delta
  })

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

## GLTF Animations with useAnimations

The recommended way to play animations from GLTF/GLB files.

### Basic Usage

```tsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect, useRef } from 'react'

function AnimatedModel() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, names } = useAnimations(animations, group)

  useEffect(() => {
    // Play first animation
    actions[names[0]]?.play()
  }, [actions, names])

  return <primitive ref={group} object={scene} />
}
```

### Animation Control

```tsx
function Character() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, mixer } = useAnimations(animations, group)

  useEffect(() => {
    const action = actions['Walk']
    if (action) {
      // Playback control
      action.play()
      action.stop()
      action.reset()
      action.paused = true

      // Speed
      action.timeScale = 1.5  // 1.5x speed
      action.timeScale = -1   // Reverse

      // Loop modes
      action.loop = THREE.LoopOnce
      action.loop = THREE.LoopRepeat
      action.loop = THREE.LoopPingPong
      action.repetitions = 3
      action.clampWhenFinished = true

      // Weight (for blending)
      action.weight = 1
    }
  }, [actions])

  return <primitive ref={group} object={scene} />
}
```

### Crossfade Between Animations

```tsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useState, useEffect, useRef } from 'react'

function Character() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions } = useAnimations(animations, group)
  const [currentAnim, setCurrentAnim] = useState('Idle')

  useEffect(() => {
    // Fade out all animations
    Object.values(actions).forEach(action => {
      action?.fadeOut(0.5)
    })

    // Fade in current animation
    actions[currentAnim]?.reset().fadeIn(0.5).play()
  }, [currentAnim, actions])

  return (
    <group ref={group}>
      <primitive object={scene} />
    </group>
  )
}
```

### Animation Events

```tsx
function AnimatedModel() {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions, mixer } = useAnimations(animations, group)

  useEffect(() => {
    // Listen for animation events
    const onFinished = (e) => {
      console.log('Animation finished:', e.action.getClip().name)
    }

    const onLoop = (e) => {
      console.log('Animation looped:', e.action.getClip().name)
    }

    mixer.addEventListener('finished', onFinished)
    mixer.addEventListener('loop', onLoop)

    return () => {
      mixer.removeEventListener('finished', onFinished)
      mixer.removeEventListener('loop', onLoop)
    }
  }, [mixer])

  return <primitive ref={group} object={scene} />
}
```

### Animation Blending

```tsx
function CharacterController({ speed = 0 }) {
  const group = useRef()
  const { scene, animations } = useGLTF('/models/character.glb')
  const { actions } = useAnimations(animations, group)

  useEffect(() => {
    // Start all animations
    actions['Idle']?.play()
    actions['Walk']?.play()
    actions['Run']?.play()
  }, [actions])

  // Blend based on speed
  useFrame(() => {
    if (speed < 0.1) {
      actions['Idle']?.setEffectiveWeight(1)
      actions['Walk']?.setEffectiveWeight(0)
      actions['Run']?.setEffectiveWeight(0)
    } else if (speed < 5) {
      const t = speed / 5
      actions['Idle']?.setEffectiveWeight(1 - t)
      actions['Walk']?.setEffectiveWeight(t)
      actions['Run']?.setEffectiveWeight(0)
    } else {
      const t = Math.min((speed - 5) / 5, 1)
      actions['Idle']?.setEffectiveWeight(0)
      actions['Walk']?.setEffectiveWeight(1 - t)
      actions['Run']?.setEffectiveWeight(t)
    }
  })

  return <primitive ref={group} object={scene} />
}
```

## Spring Animation (@react-spring/three)

Physics-based spring animations that integrate with R3F.

### Installation

```bash
npm install @react-spring/three
```

### Basic Spring

```tsx
import { useSpring, animated } from '@react-spring/three'

function AnimatedBox() {
  const [active, setActive] = useState(false)

  const { scale, color } = useSpring({
    scale: active ? 1.5 : 1,
    color: active ? '#ff6b6b' : '#4ecdc4',
    config: { mass: 1, tension: 280, friction: 60 }
  })

  return (
    <animated.mesh
      scale={scale}
      onClick={() => setActive(!active)}
    >
      <boxGeometry />
      <animated.meshStandardMaterial color={color} />
    </animated.mesh>
  )
}
```

### Spring Config Presets

```tsx
import { useSpring, animated, config } from '@react-spring/three'

function SpringPresets() {
  const { position } = useSpring({
    position: [0, 2, 0],
    config: config.wobbly  // Presets: default, gentle, wobbly, stiff, slow, molasses
  })

  // Or custom config
  const { rotation } = useSpring({
    rotation: [0, Math.PI, 0],
    config: {
      mass: 1,
      tension: 170,
      friction: 26,
      clamp: false,
      precision: 0.01,
      velocity: 0,
    }
  })

  return (
    <animated.mesh position={position} rotation={rotation}>
      <boxGeometry />
      <meshStandardMaterial />
    </animated.mesh>
  )
}
```

### Multiple Springs

```tsx
import { useSprings, animated } from '@react-spring/three'

function AnimatedBoxes({ count = 5 }) {
  const [springs, api] = useSprings(count, (i) => ({
    position: [i * 2 - count, 0, 0],
    scale: 1,
    config: { mass: 1, tension: 280, friction: 60 }
  }))

  const handleClick = (index) => {
    api.start((i) => {
      if (i === index) return { scale: 1.5 }
      return { scale: 1 }
    })
  }

  return springs.map((spring, i) => (
    <animated.mesh
      key={i}
      position={spring.position}
      scale={spring.scale}
      onClick={() => handleClick(i)}
    >
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </animated.mesh>
  ))
}
```

### Gesture Integration

```tsx
import { useSpring, animated } from '@react-spring/three'
import { useDrag } from '@use-gesture/react'

function DraggableBox() {
  const [spring, api] = useSpring(() => ({
    position: [0, 0, 0],
    config: { mass: 1, tension: 280, friction: 60 }
  }))

  const bind = useDrag(({ movement: [mx, my], down }) => {
    api.start({
      position: down ? [mx / 100, -my / 100, 0] : [0, 0, 0]
    })
  })

  return (
    <animated.mesh {...bind()} position={spring.position}>
      <boxGeometry />
      <meshStandardMaterial color="hotpink" />
    </animated.mesh>
  )
}
```

### Chain Animations

```tsx
import { useSpring, animated, useChain, useSpringRef } from '@react-spring/three'

function ChainedAnimation() {
  const scaleRef = useSpringRef()
  const rotationRef = useSpringRef()

  const { scale } = useSpring({
    ref: scaleRef,
    from: { scale: 0 },
    to: { scale: 1 },
    config: { tension: 200, friction: 20 }
  })

  const { rotation } = useSpring({
    ref: rotationRef,
    from: { rotation: [0, 0, 0] },
    to: { rotation: [0, Math.PI * 2, 0] },
    config: { tension: 100, friction: 30 }
  })

  // Scale first (0-0.5), then rotation (0.5-1)
  useChain([scaleRef, rotationRef], [0, 0.5])

  return (
    <animated.mesh scale={scale} rotation={rotation}>
      <boxGeometry />
      <meshStandardMaterial color="cyan" />
    </animated.mesh>
  )
}
```

## Morph Targets

Blend between different mesh shapes.

```tsx
import { useGLTF } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function MorphingFace() {
  const { scene, nodes } = useGLTF('/models/face.glb')
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.getElapsedTime()

    // Access morph target influences
    if (meshRef.current?.morphTargetInfluences) {
      // Animate smile
      const smileIndex = meshRef.current.morphTargetDictionary['smile']
      meshRef.current.morphTargetInfluences[smileIndex] = (Math.sin(t) + 1) / 2
    }
  })

  return (
    <primitive ref={meshRef} object={nodes.Face} />
  )
}
```

### Controlled Morph Targets

```tsx
function MorphControls({ morphInfluences }) {
  const { nodes } = useGLTF('/models/face.glb')
  const meshRef = useRef()

  useFrame(() => {
    if (meshRef.current?.morphTargetInfluences) {
      Object.entries(morphInfluences).forEach(([name, value]) => {
        const index = meshRef.current.morphTargetDictionary[name]
        if (index !== undefined) {
          meshRef.current.morphTargetInfluences[index] = value
        }
      })
    }
  })

  return <primitive ref={meshRef} object={nodes.Face} />
}

// Usage
<MorphControls morphInfluences={{ smile: 0.5, blink: 1, angry: 0 }} />
```

## Skeletal Animation

### Accessing Bones

```tsx
import { useGLTF } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'

function SkeletalCharacter() {
  const { scene } = useGLTF('/models/character.glb')
  const headBoneRef = useRef()

  useEffect(() => {
    // Find skeleton
    scene.traverse((child) => {
      if (child.isSkinnedMesh) {
        const skeleton = child.skeleton
        const headBone = skeleton.bones.find(b => b.name === 'Head')
        headBoneRef.current = headBone
      }
    })
  }, [scene])

  // Animate bone
  useFrame(({ clock }) => {
    if (headBoneRef.current) {
      headBoneRef.current.rotation.y = Math.sin(clock.elapsedTime) * 0.3
    }
  })

  return <primitive object={scene} />
}
```

### Bone Attachments

```tsx
function CharacterWithWeapon() {
  const { scene } = useGLTF('/models/character.glb')
  const weaponRef = useRef()
  const handBoneRef = useRef()

  useEffect(() => {
    scene.traverse((child) => {
      if (child.isSkinnedMesh) {
        const handBone = child.skeleton.bones.find(b => b.name === 'RightHand')
        if (handBone && weaponRef.current) {
          handBone.add(weaponRef.current)
          handBoneRef.current = handBone
        }
      }
    })

    return () => {
      // Cleanup
      if (handBoneRef.current && weaponRef.current) {
        handBoneRef.current.remove(weaponRef.current)
      }
    }
  }, [scene])

  return (
    <>
      <primitive object={scene} />
      <mesh ref={weaponRef} position={[0, 0, 0.5]}>
        <boxGeometry args={[0.1, 0.1, 1]} />
        <meshStandardMaterial color="gray" />
      </mesh>
    </>
  )
}
```

## Procedural Animation Patterns

### Smooth Damping

```tsx
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
import * as THREE from 'three'

function SmoothFollow({ target }) {
  const meshRef = useRef()
  const currentPos = useRef(new THREE.Vector3())

  useFrame((state, delta) => {
    // Lerp towards target
    currentPos.current.lerp(target, delta * 5)
    meshRef.current.position.copy(currentPos.current)
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry args={[0.5]} />
      <meshStandardMaterial color="blue" />
    </mesh>
  )
}
```

### Spring Physics (Manual)

```tsx
function SpringMesh({ target = 0 }) {
  const meshRef = useRef()
  const spring = useRef({
    position: 0,
    velocity: 0,
    stiffness: 100,
    damping: 10
  })

  useFrame((state, delta) => {
    const s = spring.current
    const force = -s.stiffness * (s.position - target)
    const dampingForce = -s.damping * s.velocity

    s.velocity += (force + dampingForce) * delta
    s.position += s.velocity * delta

    meshRef.current.position.y = s.position
  })

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

### Oscillation Patterns

```tsx
function OscillatingMesh() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime

    // Sine wave
    meshRef.current.position.y = Math.sin(t * 2) * 0.5

    // Circular motion
    meshRef.current.position.x = Math.cos(t) * 2
    meshRef.current.position.z = Math.sin(t) * 2

    // Bouncing
    meshRef.current.position.y = Math.abs(Math.sin(t * 3)) * 2

    // Figure 8
    meshRef.current.position.x = Math.sin(t) * 2
    meshRef.current.position.z = Math.sin(t * 2) * 1
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry args={[0.3]} />
      <meshStandardMaterial color="purple" />
    </mesh>
  )
}
```

## Drei Animation Helpers

### Float

```tsx
import { Float } from '@react-three/drei'

function FloatingObject() {
  return (
    <Float
      speed={1}            // Animation speed
      rotationIntensity={1} // Rotation intensity
      floatIntensity={1}   // Float intensity
      floatingRange={[-0.1, 0.1]} // Range of y-axis float
    >
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="gold" />
      </mesh>
    </Float>
  )
}
```

### MeshWobbleMaterial / MeshDistortMaterial

```tsx
import { MeshWobbleMaterial, MeshDistortMaterial } from '@react-three/drei'

function WobblyMesh() {
  return (
    <mesh>
      <torusKnotGeometry args={[1, 0.4, 100, 16]} />
      <MeshWobbleMaterial
        factor={1}     // Wobble amplitude
        speed={2}      // Wobble speed
        color="hotpink"
      />
    </mesh>
  )
}

function DistortedMesh() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <MeshDistortMaterial
        distort={0.5}  // Distortion amount
        speed={2}      // Animation speed
        color="cyan"
      />
    </mesh>
  )
}
```

### Trail

```tsx
import { Trail } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function TrailingMesh() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime
    meshRef.current.position.x = Math.sin(t) * 3
    meshRef.current.position.y = Math.cos(t * 2) * 2
  })

  return (
    <Trail
      width={2}
      length={8}
      color="hotpink"
      attenuation={(t) => t * t}
    >
      <mesh ref={meshRef}>
        <sphereGeometry args={[0.2]} />
        <meshStandardMaterial color="white" />
      </mesh>
    </Trail>
  )
}
```

## Animation with Zustand State

```tsx
import { create } from 'zustand'
import { useFrame } from '@react-three/fiber'

const useStore = create((set) => ({
  isAnimating: false,
  speed: 1,
  toggleAnimation: () => set((state) => ({ isAnimating: !state.isAnimating })),
  setSpeed: (speed) => set({ speed })
}))

function AnimatedMesh() {
  const meshRef = useRef()
  const { isAnimating, speed } = useStore()

  useFrame((state, delta) => {
    if (isAnimating) {
      meshRef.current.rotation.y += delta * speed
    }
  })

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

// UI Component
function Controls() {
  const { toggleAnimation, setSpeed } = useStore()

  return (
    <div>
      <button onClick={toggleAnimation}>Toggle</button>
      <input
        type="range"
        min="0"
        max="5"
        step="0.1"
        onChange={(e) => setSpeed(parseFloat(e.target.value))}
      />
    </div>
  )
}
```

## State Management Performance

Critical patterns for high-performance state management in animations.

### getState() in useFrame

Use `getState()` instead of hooks inside useFrame for zero subscription overhead:

```tsx
import { create } from 'zustand'

const useGameStore = create((set) => ({
  playerPosition: [0, 0, 0],
  targetPosition: [0, 0, 0],
  setPlayerPosition: (pos) => set({ playerPosition: pos }),
}))

function Player() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    // ✅ GOOD: getState() has no subscription overhead
    const { targetPosition } = useGameStore.getState()

    // Lerp towards target
    meshRef.current.position.lerp(
      new THREE.Vector3(...targetPosition),
      delta * 5
    )
  })

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

### Transient Subscriptions

Subscribe to state changes without triggering React re-renders:

```tsx
import { useEffect, useRef } from 'react'

function Enemy() {
  const meshRef = useRef()

  useEffect(() => {
    // Subscribe directly - updates mesh without re-rendering component
    const unsub = useGameStore.subscribe(
      (state) => state.playerPosition,
      (playerPos) => {
        // Look at player (runs on every state change, no re-render)
        meshRef.current.lookAt(...playerPos)
      }
    )
    return unsub
  }, [])

  return (
    <mesh ref={meshRef}>
      <coneGeometry args={[0.5, 1, 4]} />
      <meshStandardMaterial color="red" />
    </mesh>
  )
}
```

### Selective Subscriptions with Shallow

Subscribe to multiple values efficiently:

```tsx
import { shallow } from 'zustand/shallow'

function HUD() {
  // Only re-renders when health OR score actually changes
  const { health, score } = useGameStore(
    (state) => ({ health: state.health, score: state.score }),
    shallow
  )

  return (
    <Html>
      <div>Health: {health}</div>
      <div>Score: {score}</div>
    </Html>
  )
}

// For single values, no shallow needed
const health = useGameStore((state) => state.health)
```

### Isolate Animated Components

Separate state-dependent UI from animated 3D objects:

```tsx
// ❌ BAD: Parent re-renders cause animation jank
function BadPattern() {
  const [score, setScore] = useState(0)
  const meshRef = useRef()

  useFrame((_, delta) => {
    meshRef.current.rotation.y += delta  // Affected by score re-renders
  })

  return (
    <>
      <mesh ref={meshRef}>...</mesh>
      <ScoreDisplay score={score} />
    </>
  )
}

// ✅ GOOD: Isolated animation component
function GoodPattern() {
  return (
    <>
      <AnimatedMesh />      {/* Never re-renders from score */}
      <ScoreDisplay />      {/* Has its own state subscription */}
    </>
  )
}

function AnimatedMesh() {
  const meshRef = useRef()

  useFrame((_, delta) => {
    meshRef.current.rotation.y += delta  // Smooth, uninterrupted
  })

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

function ScoreDisplay() {
  const score = useGameStore((state) => state.score)
  return <Html><div>Score: {score}</div></Html>
}
```

## Performance Tips

1. **Isolate animated components**: Only the animated mesh re-renders
2. **Use refs over state**: Avoid React re-renders for animations
3. **Throttle expensive calculations**: Use delta accumulation
4. **Pause offscreen animations**: Check visibility
5. **Share animation clips**: Same clip for multiple instances

```tsx
// Isolate animation to prevent parent re-renders
function Scene() {
  return (
    <>
      <StaticMesh />   {/* Never re-renders */}
      <AnimatedMesh /> {/* Only this updates */}
    </>
  )
}

// Throttle expensive operations
function ThrottledAnimation() {
  const meshRef = useRef()
  const accumulated = useRef(0)

  useFrame((state, delta) => {
    accumulated.current += delta

    // Only update every 100ms
    if (accumulated.current > 0.1) {
      // Expensive calculation here
      accumulated.current = 0
    }

    // Cheap operations every frame
    meshRef.current.rotation.y += delta
  })
}
```

## See Also

- `r3f-loaders` - Loading animated GLTF models
- `r3f-fundamentals` - useFrame and animation loop
- `r3f-shaders` - Vertex animation in shaders

© zebbern · MIT · zebbern/claude-code-guide

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