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šŸŽ® Turns GLTF's into JSX components
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This is an experimental tool that turns GLTF files into re-usable react-three-fiber (>=4.0.13) JSX components.

The usual GLTF workflow yields a static blob that you drop into the scene, this makes dynamic modifications cumbersome since objects can only be found back by traversal. With gltfjsx the full graph is under your control, you can add shadows, events, bind materials to state, make contents conditional, remove or swap out parts, change parent-child relations, etc.

See it in action here:

npx gltfjsx model.gltf [Model.js] [options]

  --draco, -d         Adds draco-Loader                   [boolean]
  --animation, -a     Extracts animation clips            [boolean]
  --compress, -c      Removes names and empty groups      [boolean]
  --precision, -p     Number of fractional digits         [number ] [default: 2]
  --help              Show help                           [boolean]
  --version           Show version number                 [boolean]

You need to be set up for asset loading and the GLTF has to be present in your /public folder. This tools loads it, creates look-up tables of all the objects and materials inside, and writes out a JSX graph, which you can now alter comfortably.

A typical result will look like this:

auto-generated by:
author: abcdef (
license: CC-BY-4.0 (
title: Model

import React  from 'react'
import { useLoader } from 'react-three-fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
function Model(props) {
  const { nodes, materials } = useLoader(GLTFLoader, '/model.gltf')
  return (
    <group {...props} dispose={null}>
      <group name="Camera" position={[10, 0, 50]} rotation={[Math.PI / 2, 0, 0]} >
        <primitive object={nodes.Camera_Orientation} />
      <group name="Sun" position={[100, 50, 100]} rotation={[-Math.PI / 2, 0, 0]} >
        <primitive object={nodes.Sun_Orientation} />
      <group name="Cube" >
        <mesh material={materials.base} geometry={nodes.Cube_003_0.geometry} />
        <mesh material={materials.inner} geometry={nodes.Cube_003_1.geometry} />

This component is async and must be wrapped into <Suspense> for fallbacks:

import React, { Suspense } from 'react'

<Suspense fallback={null}>
  <Model />


Adds a DRACOLoader, for which you need to be set up. The necessary files have to exist in your /public folder. It defaults to /draco-gltf/ which should contain dracos gltf decoder.

It will then extend the loader-section:

const gltf = useLoader(GLTFLoader, '/stork.glb', loader => {
  const dracoLoader = new DRACOLoader()


If your GLTF contains animations it will add a THREE.AnimationMixer to your component and extract the clips:

const actions = useRef()
const [mixer] = useState(() => new THREE.AnimationMixer())
useFrame((state, delta) => mixer.update(delta))
useEffect(() => {
  actions.current = { storkFly_B_: mixer.clipAction(gltf.animations[0]) }
  return () => gltf.animations.forEach(clip => mixer.uncacheClip(clip))
}, [])

If you want to play an animation you can do so at any time:

<mesh onClick={e =>} />

1.x release notes and breaking changes

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