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threejs-animation

Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.

Quality

83%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

The canonical home for this skill is threejs-animation in CloudAI-X/threejs-skills

SKILL.md
Quality
Evals
Security

Quality

Content

71%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A highly actionable, code-dense reference whose API examples are excellent, but it front-loads everything into one 550-line SKILL.md and spends ~90 lines on generic procedural-motion math Claude already knows. Splitting the detailed API listings into references files and trimming the generic patterns would lift both conciseness and progressive disclosure.

Suggestions

Move the exhaustive API listings (KeyframeTrack types, AnimationAction properties, Animation Utilities) into a references/ file (e.g. references/api.md) and keep a short overview plus pointers in SKILL.md, per progressive disclosure.

Trim or delete the Smooth Damping, Spring Physics, and Oscillation subsections — they re-derive generic math and physics Claude already knows; keep only the Three.js-specific application notes.

Replace or define the undefined helpers in Performance Tips (isInFrustum, loadClip) so every snippet is executable as written.

DimensionReasoningScore

Conciseness

The bulk is valuable API-specific reference code, but the ~90-line "Procedural Animation Patterns" section (smooth-damp math, a generic Spring class, sine-wave oscillation) largely re-explains math and physics Claude already knows — more than the "minor instances" of anchor 4, fitting anchor 3.

3 / 5

Actionability

Nearly every section ships executable, copy-paste-ready code covering the common cases end to end (GLTF load → mixer → clipAction → play → update loop, crossfade, weight blending, morph targets). Only peripheral snippets reference undefined helpers (isInFrustum, loadClip, weaponGeometry), which is minor relative to full coverage.

5 / 5

Workflow Clarity

Core flows are shown as clear, unambiguous sequences (mixer.update in the render loop, GLTF load-and-play, crossfade ordering with play-then-fade), and no destructive or batch operations require validation. It falls short of anchor 5 because the document is organized as a topic-by-topic API reference rather than end-to-end workflows with explicit checkpoints.

4 / 5

Progressive Disclosure

No bundle files exist, so all ~550 lines are inlined. Section headers give it real structure (above anchor 2's "minimal structure"), but the KeyframeTrack types, AnimationAction property listing, and Animation Utilities sections are 200+ lines of API reference that belong in a references/ file — matching anchor 3's example exactly.

3 / 5

Total

15

/

20

Passed

Description

88%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description that names concrete capabilities and pairs them with an explicit, natural Use-when trigger clause. The only improvements are broader trigger synonyms and slightly sharper boundaries against sibling Three.js skills.

DimensionReasoningScore

Specificity

Lists multiple specific concrete capabilities — "keyframe animation, skeletal animation, morph targets, animation mixing" — plus "playing GLTF animations" and "creating procedural motion", giving comprehensive coverage of the Three.js animation domain with no meaningful gaps (anchor 5, not 4).

5 / 5

Completeness

Explicitly answers both "what" (keyframe, skeletal, morph targets, mixing) and "when" via a concrete "Use when..." clause with multiple trigger phrases, matching the anchor-5 example pattern exactly rather than the anchor-4 case where the when-clause could be more specific.

5 / 5

Trigger Term Quality

Triggers "animating objects, playing GLTF animations, creating procedural motion, or blending animations" are natural phrases a user would say, but common variations like "bones", "rig", "walk cycle", or the ".glb" extension are missing, fitting anchor 4 rather than 5.

4 / 5

Distinctiveness Conflict Risk

"Three.js animation" is a clear niche, but the body's See Also reveals closely related sibling skills (threejs-loaders, threejs-shaders) and "playing GLTF animations" slightly overlaps with a loaders skill — mostly distinct with minor overlap risk (anchor 4, not 5).

4 / 5

Total

18

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (553 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository

calesthio/OpenMontage

Path

.agents/skills/threejs-animation/SKILL.md

Reviewed

Table of Contents

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