Agent skill

Add Mouse Driven Orbit

by nirholas in nirholas/three.ws

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations.

Apache-2.0Auto-check passedGame Development

Install Add Mouse Driven Orbit

skills CLI
$ npx skills add nirholas/three.ws --skill add-mouse-driven-orbit -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nirholas/three.ws add-mouse-driven-orbit --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/add-mouse-driven-orbit .claude/skills/add-mouse-driven-orbit && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
add-mouse-driven-orbit
GitHub stars
227
Used in
1 other repo
Token cost
~1.5k tokens
SKILL.md length
703 words
Files
8
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations.

  • Passive cinematic 3D heroes
  • SKILL.md covers Record intent, not layout, Dampen in the frame loop, Split the motion and Preserve framing across sizes, plus 3 more sections
  • Runs JavaScript scripts from its folder
  • Pointer-responsive scenes

What it does

Add Mouse Driven Orbit is an agent skill from nirholas/three.ws. Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files (for example `agents/openai.yaml`, `demo/PROMPT.md` and `demo/assets/three.min.js`).

It sits in Game Development, covering 3D graphics and WebGL and Translation. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Passive cinematic 3D heroes
  • Pointer-responsive scenes
  • Organic model parallax
  • Interactive depth where OrbitControls would feel like a product viewer

Example prompts

  • “/add-mouse-driven-orbit”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit ddf6e49. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships script files (JavaScript), which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Add Mouse Driven Orbit loads about 1.5k tokens when it runs. Until then it costs about 92 tokens; SKILL.md has 703 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~92
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 703 words, ~1,488 tokens.

Download SKILL.mdSave it as .claude/skills/add-mouse-driven-orbit/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
add-mouse-driven-orbit
description
Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

Add Mouse-Driven Orbit

Turn one damped pointer target into a shallow camera arc and smaller object rotations. Reach for threejs with OrbitControls when the user must inspect a product directly; reach for build-game-camera-controls for drag, zoom, occlusion, or gameplay cameras. This Skill is passive cinematic depth, not direct manipulation.

Extracted from inner-green-3d.html, where a procedural moss root had to turn toward the pointer without sliding away from the headline, cards, and pinned silhouette landmarks.

Record intent, not layout

In the pointer handler, write normalized coordinates only:

js
function recordPointer(event) {
  if (event.pointerType === "touch") return;
  target.x = (event.clientX / viewport.width) * 2 - 1;
  target.y = (event.clientY / viewport.height) * 2 - 1;
}

Cache the interactive rectangle from ResizeObserver. Do not call getBoundingClientRect() for every layer on every pointermove; synchronous layout turns a light effect into frame spikes.

On pointerleave, set the target back to 0, 0. On coarse pointers, keep the authored center pose. Passive orbit should never require touch dragging to reveal content.

Dampen in the frame loop

The source uses 0.055 per 60 Hz frame. Preserve that feel across refresh rates:

js
const alpha = 1 - Math.pow(1 - 0.055, dt * 60);
smooth.x += (target.x - smooth.x) * alpha;
smooth.y += (target.y - smooth.y) * alpha;

Clamp dt to 1/30 s and reset the time base after resume. A fixed per-frame lerp feels heavy at 30 Hz and twitchy at 120 Hz; an unclamped delta jumps after backgrounding.

Stop style or uniform writes once the rounded value settles. Three decimals are finer than one pixel of the landed travel:

js
const x = Math.round(smooth.x * 1000) / 1000;
const y = Math.round(smooth.y * 1000) / 1000;
if (x !== lastX || y !== lastY) publish(x, y);

Split the motion

Use opposing, unequal layers so the scene pivots rather than translates as one slab:

js
camera.position.x = -smooth.x * 26;
camera.position.y =  smooth.y * 16;
camera.lookAt(camera.position.x * 0.42, camera.position.y * 0.42, 0);

nearGroup.rotation.y = smooth.x * 0.055;
nearGroup.rotation.x = smooth.y * 0.026;
farGroup.rotation.y  = smooth.x * 0.030;

Treat these as the landed values for a scene framed in stage-pixel world units:

layerhorizontalverticalreason
camera translation-26+16establishes the shallow arc
camera look-at carry42%42%keeps the subject near its pinned composition
near object yaw0.055 rad—exposes surface depth without showing its flank
near object pitch—0.026 radprevents the top surface from flattening
far object yaw0.030 rad—separates planes without matching the foreground

Do not rotate everything by the same amount. Equal movement reads as a flat poster following the cursor. Do not aim the camera at the fixed origin while translating it; the subject visibly slides away from the layout.

Apply CSS parallax from the same smooth pair, but give text and controls smaller depth coefficients than the 3D form. Keep transforms free for parallax; use clip, opacity, or child wrappers for unrelated reveals so animations do not overwrite each other.

Preserve framing across sizes

Build the center pose first at every breakpoint. Recalculate camera aspect and any stage-to-world scale from a ResizeObserver, guard zero-sized roots, then apply orbit offsets. Verify both extreme pointer corners: no copy collision, card clipping, or exposed empty edge.

Use keyboard-operable X and Y range controls in a demo or configurator. They prove the orbit is parameterised and give non-pointer users access to the same authored states. Keep focus visible and announce motion-mode changes.

Show full SKILL.md (247 more words)Show less

Respect motion and lifecycle

  • Under prefers-reduced-motion: reduce, render a designed three-quarter still at approximately x=.28, y=-.12; keep the range controls live and redraw their selected still without interpolation.
  • Pause while hidden or offscreen and resume with a reset time base.
  • Cap DPR at 2 and clamp dt to 1/30 s.
  • Keep the canvas decorative unless the 3D object carries information. Preserve all labels and controls in semantic HTML.
  • On teardown, cancel the frame, disconnect observers, remove pointer/media listeners, and dispose Three.js resources.

State the cost honestly

The orbit math is negligible. The expensive work is the scene already being redrawn and any DOM style invalidation layered on top. Share one frame loop, round settled values, avoid layout reads in pointer handlers, and profile the underlying draw before removing the interaction. Moving the camera does not make a dense scene cheaper.

Verify

  • Compare center and four-corner poses with the source at 1440×900.
  • Confirm camera and objects move by different, opposing amounts.
  • Move quickly across the viewport; the scene must ease through the path, not snap.
  • Leave the viewport; confirm a smooth return to center.
  • Test 390×844 and coarse/touch input; center composition remains complete.
  • Tab through X/Y controls, change them with arrow keys, and confirm visible focus.
  • Test ?reduced=1: stable designed still, no autonomous easing, live controls.
  • Hide/show and scroll away/back; confirm no jump and only one frame loop.
  • Confirm a clean console at both sizes.

Use demo/index.html as the working proof and demo/PROMPT.md to recreate or remix it.

© nirholas, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 7 other files in third_party/designcode-agent-skills/agent-skills/web-design/add-mouse-driven-orbit of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • demo/PROMPT.md
  • demo/assets/card-ethos.jpg
  • demo/assets/lexend-latin.woff2
  • demo/assets/three.min.js
  • demo/index.html
  • demo/preview.jpg

Open the folder on GitHubat commit ddf6e49

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Add Mouse Driven Orbit next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Add Mouse Driven Orbit compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Add Mouse Driven Orbit this skillnirholas/three.ws2271 repos~1.5kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Add Mouse Driven Orbit

What does Add Mouse Driven Orbit do?

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. ws.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations.

When should I use Add Mouse Driven Orbit?

Add Mouse Driven Orbit fits situations like: passive cinematic 3D heroes; pointer-responsive scenes; organic model parallax; interactive depth where OrbitControls would feel like a product viewer.

How do I install Add Mouse Driven Orbit in Claude Code?

Run `npx skills add nirholas/three.ws --skill add-mouse-driven-orbit -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/add-mouse-driven-orbit in nirholas/three.ws) into .claude/skills/add-mouse-driven-orbit in your project. Claude Code loads it when a task matches its description.

How do I install Add Mouse Driven Orbit in Codex?

Run `npx skills add nirholas/three.ws --skill add-mouse-driven-orbit -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/add-mouse-driven-orbit in nirholas/three.ws) into .agents/skills/add-mouse-driven-orbit in your project. Codex loads it when a task matches its description.

Can I use Add Mouse Driven Orbit in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nirholas/three.ws --skill add-mouse-driven-orbit -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/add-mouse-driven-orbit, .gemini/skills/add-mouse-driven-orbit, .github/skills/add-mouse-driven-orbit and .opencode/skills/add-mouse-driven-orbit in your project.

What does Add Mouse Driven Orbit need to run?

Going by SKILL.md and its folder, Add Mouse Driven Orbit needs JavaScript for the scripts in its folder. Our summary lists: Node.js.

Does Add Mouse Driven Orbit access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Add Mouse Driven Orbit safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Add Mouse Driven Orbit use?

Add Mouse Driven Orbit is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Add Mouse Driven Orbit use?

About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Add Mouse Driven Orbit?

Skills that share tags, products or a category with Add Mouse Driven Orbit: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Add Mouse Driven Orbit?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.

Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.