Skip to content
cccskills
FreePublished on GitHub

add-mouse-driven-orbit

Add subtle mouse-responsive depth to a Three.js hero scene. Smooth pointer movement drives small camera shifts and different object rotations, keeping the subject aligned with nearby text and cards while creating a gentle sense of perspective.

OriginalShow the original 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.

See how to install

Good for

  • Add subtle mouse response to a 3D hero
  • Give foreground and background different movement
  • Keep a moving model aligned with text and cards
  • Provide keyboard controls and reduced-motion stills

Files included (8)

  • SKILL.md5.8 KB
  • agents/openai.yaml244 B
  • demo/assets/card-ethos.jpg309.3 KB
  • demo/assets/lexend-latin.woff238.8 KB
  • demo/assets/three.min.js593.8 KB
  • demo/index.html13.1 KB
  • demo/preview.jpg106.9 KB
  • demo/PROMPT.md1.7 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

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:

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:

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:

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:

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.

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.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Build woven fabric in Three.js with visible threads, realistic sheen, seams, and thick hems. The skill covers folds that preserve texture proportions, light passing through thin cloth, and variations in dye and wear.

  • Creating backlit curtains
  • Differentiating linen, silk, and wool
  • Adding hems and stitches for close-up views
MengTo/Skills6.8KUpdated Oct 18, 2026

Build falling leaves in Three.js and similar 3D scenes, with visible front, edge, and back views as they tumble and drift. Coordinate wind, scene depth, camera-aware recycling, and performance checks for a convincing autumn effect.

  • Adding falling autumn leaves to a 3D scene
  • Coordinating leaf tumble, sideways drift, and wind
  • Managing leaves around buildings and camera movement
MengTo/Skills6.8KUpdated Oct 18, 2026

3d-four-seasons

FreeSummary

Add coordinated seasonal transitions to an existing 3D scene. Blend foliage, lighting, sky, ground, snow, and particles from one shared state while preserving camera controls and interactions, so the same place remains recognizable throughout spring, summer, fall, and winter.

  • Add a four-season selector to an outdoor 3D scene
  • Show seasonal changes in an architectural walkthrough
  • Coordinate foliage, sunlight, sky, and ground appearance
MengTo/Skills6.8KUpdated Oct 18, 2026

Create or integrate detailed 3D models with smooth outlines and believable edges for close-up views. Prepare lower-detail versions for distant viewing, prioritize loading, and measure rendering costs in the actual scene.

  • Creating a detailed 3D model for close-up views
  • Replacing visibly faceted curves with smoother geometry
  • Preparing detailed architectural assets for rendering
MengTo/Skills6.8KUpdated Oct 18, 2026

Prepare detailed 3D materials that remain clear in close-up views. The skill guides texture resolution, physically based material maps, surface mapping, filtering, and progressive loading while checking download size and GPU memory use.

  • Prepare wood, stone, and fabric materials for close-up views
  • Fix texture seams, grain direction, and normal map orientation
  • Preserve floor and foliage detail at oblique or distant views
MengTo/Skills6.8KUpdated Oct 18, 2026

Create realistic metal surfaces in Three.js by combining structured reflections, studio lighting, scratches, fingerprints, and beveled edges. Includes polished, brushed, and aged finishes for objects such as tools, rings, and metal product parts.

  • Fixing metal that looks like gray plastic
  • Creating polished or brushed metal finishes
  • Adding patina and worn edges
MengTo/Skills6.8KUpdated Oct 18, 2026

See all skills by MengTo

Report a problem with this skill