T

three

by @heygen-comv
4.6(120)

HyperFrames 的 Three.js 适配器,用于创建确定性的 Three.js 场景、WebGL 画布层、动画时间线、摄像机运动和着色器驱动的视觉效果。它响应 HyperFrames 的 hf-seek 事件,确保精确渲染,适用于产品展示、粒子效果和 GLTF 动画。

threejswebglhyperframes3danimationGitHub
安装方式
git clone https://github.com/heygen-com/hyperframes.git
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Before / After 效果对比

1
使用前

手动将复杂的 3D 动画或视觉效果与视频时间线同步,常导致渲染不一致、时间偏差,需要大量调试才能实现帧级精确结果。

使用后

通过 HyperFrames 的 `hf-seek` 事件,实现与视频时间线精确同步的确定性 3D 渲染,显著减少调试时间,确保所有帧输出一致且高质量。

SKILL.md

Three.js for HyperFrames

HyperFrames supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.

Contract

  • Create the scene, camera, renderer, materials, and assets synchronously when possible.
  • Render from HyperFrames time, not wall-clock time.
  • Listen for the hf-seek event and render exactly that time.
  • Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
  • Avoid requestAnimationFrame or renderer.setAnimationLoop as the source of truth for render-critical motion.

The adapter sets window.__hfThreeTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.

Basic Pattern

<canvas id="three-layer"></canvas>
<script type="module">
  import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";

  const canvas = document.getElementById("three-layer");
  const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
  // Match these to your composition's frame size.
  renderer.setSize(1920, 1080, false);
  renderer.setPixelRatio(1);

  const scene = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
  camera.position.set(0, 0, 6);

  const mesh = new THREE.Mesh(
    new THREE.IcosahedronGeometry(1.4, 4),
    new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
  );
  scene.add(mesh);
  scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));

  function renderAt(time) {
    mesh.rotation.y = time * 0.7;
    mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
    renderer.render(scene, camera);
  }

  window.addEventListener("hf-seek", (event) => {
    renderAt(event.detail.time);
  });

  renderAt(window.__hfThreeTime || 0);
</script>
#three-layer {
  width: 100%;
  height: 100%;
  display: block;
}

AnimationMixer Pattern

For GLTF or authored clip animation, seek the mixer directly:

function renderAt(time) {
  mixer.setTime(time);
  renderer.render(scene, camera);
}

If several mixers exist, seek all of them from the same time.

Good Uses

  • Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
  • Camera moves derived from time.
  • GLTF animation clips when assets are local and loaded before validation completes.

Avoid

  • Using Date.now(), performance.now(), or clock deltas to update scene state.
  • Leaving render-critical work inside a free-running animation loop.
  • Loading remote models or textures at render time.
  • Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
  • Post-processing passes that depend on previous frame history unless you can reconstruct state from time.

Validation

After editing a Three.js composition:

npx hyperframes lint
npx hyperframes validate

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统计数据

安装量36.8K
评分4.6 / 5.0
版本
更新日期2026年5月23日
对比案例1 组

用户评分

4.6(120)
5
37%
4
43%
3
13%
2
5%
1
2%

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时间线

创建2026年5月8日
最后更新2026年5月23日