
r3f-animation
PopularAnimate React Three Fiber objects with useFrame, damping, and GLTF clips. Use for procedural motion, animation transitions, or demand-loop animation; use physics guidance for collision-driven movement.
Animate React Three Fiber objects with useFrame, damping, and GLTF clips. Use for procedural motion, animation transitions, or demand-loop animation; use physics guidance for collision-driven movement.
React Three Fiber animation
Check installed Fiber, Drei, and React versions first. These examples target Fiber 9 / React 19. Keep the project's animation library when it already meets the task.
Choose an owner
- Use
useFrameand refs for continuous transforms/uniforms; React state describes discrete goals such as selected, open, or active. - Use Drei
useAnimationsfor authored GLTF clips. Read clip playback for independent animated instances and cleanup. - Use the project's spring/tween library for coordinated transitions; check its React peer dependencies before adding it. Do not introduce a state manager merely to animate a mesh.
- Let Rapier own simulated body transforms. Animate kinematic targets through physics APIs rather than fighting the simulation with mesh positions.
Damping that can return to idle
Mount below Canvas; this also works with frameloop="demand". Click the box to change its target.
import { useEffect, useRef, useState } from 'react'
import { useFrame, useThree } from '@react-three/fiber'
import { MathUtils, type Mesh } from 'three'
export default function Example() {
const mesh = useRef<Mesh>(null)
const [active, setActive] = useState(false)
const invalidate = useThree((state) => state.invalidate)
const target = active ? 1 : -1
useEffect(() => { invalidate() }, [target, invalidate])
useFrame((_, delta) => {
if (!mesh.current) return
// Cap a visual transition's resume jump, not a physics simulation step.
const x = MathUtils.damp(mesh.current.position.x, target, 6, Math.min(delta, 0.1))
const moving = Math.abs(x - target) > 0.001
mesh.current.position.x = moving ? x : target
if (moving) invalidate()
})
return (
<mesh ref={mesh} name="moving-box" onClick={() => setActive((value) => !value)}>
<boxGeometry />
<meshStandardMaterial color={active ? 'orange' : 'coral'} />
</mesh>
)
}
Timing and performance
deltais seconds. Integrate velocity asposition += velocity * delta; useMathUtils.dampor lerp with1 - exp(-lambda * delta)for exponential smoothing. A fixed lerp fraction depends on refresh rate;delta * speedcan overshoot.- Reuse vectors/quaternions; avoid allocating them in every frame. Use quaternion interpolation for orientation instead of independently lerping Euler angles across wrap boundaries.
- Use one timeline/clock owner. Fiber 9 still supplies
state.clock; do not replace Fiber internals because Three.js deprecated new standaloneClockinstances. For independent Three.js timing, consultTimerin the installed release. - On demand, external animation systems need invalidation while active. Invalidate before starting a synchronous animation and arrange the start on the next frame if the first frame would otherwise jump.
- Read fast external state directly in the frame callback when supported (e.g. a store's
getState()); subscribe React only to UI-relevant changes. Clean up external subscriptions. - Do not claim a normal React re-render stops animation. Profile actual work and subscription frequency before memoizing components.
- Hiding an object does not stop its frame callback or mixer. Pause expensive animation explicitly when appropriate; respect reduced-motion preferences for decorative motion.
- Repeated oscillations and shader motion can derive phase from elapsed time; simulations needing reproducibility require a fixed-step design, not arbitrary delta clamping.
Verify
Compare motion at different frame rates, background/resume behavior, and repeated target changes. On demand, confirm the object wakes, reaches its goal, and stops requesting frames. For clips, test two instances playing different actions.





