--- 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 ( ) } export default function App() { return ( ) } ``` ## 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 ( ) } ``` ### 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 ... } ``` ## 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 } ``` ### 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 } ``` ### 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 ( ) } ``` ### 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 } ``` ### 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 } ``` ## 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 ( setActive(!active)} > ) } ``` ### 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 ( ) } ``` ### 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) => ( handleClick(i)} > )) } ``` ### 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 ( ) } ``` ### 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 ( ) } ``` ## 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 ( ) } ``` ### 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 } // Usage ``` ## 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 } ``` ### 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 ( <> ) } ``` ## 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 ( ) } ``` ### 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 ( ) } ``` ### 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 ( ) } ``` ## Drei Animation Helpers ### Float ```tsx import { Float } from '@react-three/drei' function FloatingObject() { return ( ) } ``` ### MeshWobbleMaterial / MeshDistortMaterial ```tsx import { MeshWobbleMaterial, MeshDistortMaterial } from '@react-three/drei' function WobblyMesh() { return ( ) } function DistortedMesh() { return ( ) } ``` ### 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 ( t * t} > ) } ``` ## 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 ( ) } // UI Component function Controls() { const { toggleAnimation, setSpeed } = useStore() return (
setSpeed(parseFloat(e.target.value))} />
) } ``` ## 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 ( ) } ``` ### 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 ( ) } ``` ### 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 (
Health: {health}
Score: {score}
) } // 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 ( <> ... ) } // ✅ GOOD: Isolated animation component function GoodPattern() { return ( <> {/* Never re-renders from score */} {/* Has its own state subscription */} ) } function AnimatedMesh() { const meshRef = useRef() useFrame((_, delta) => { meshRef.current.rotation.y += delta // Smooth, uninterrupted }) return ... } function ScoreDisplay() { const score = useGameStore((state) => state.score) return
Score: {score}
} ``` ## 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 ( <> {/* Never re-renders */} {/* 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