threejs-agents-model-optimizer
Use when optimizing 3D models for web delivery: reducing file size, compressing meshes, optimizing textures, or generating LOD. Provides a complete GLTF optimization pipeline using Draco, KTX2, mesh simplification, and gltf-transform. Keywords: optimize model, reduce file size, Draco compression, KTX2, gltf-transform, mesh simplification, LOD, GLTF optimize, bundle size, model too big, slow loading, compress 3D model.
How do I install this agent skill?
npx skills add https://github.com/impertio-studio/three.js-claude-skill-package --skill threejs-agents-model-optimizerIs this agent skill safe to install?
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The skill provides a comprehensive set of instructions and examples for optimizing 3D models for web applications using standard industry tools like gltf-transform and Three.js. All external references point to trusted organizations and well-known services.
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What does this agent skill do?
threejs-agents-model-optimizer
Quick Reference
Optimization Pipeline Overview
INPUT (.glb/.gltf)
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[1. ASSESS] ── polygon count, texture sizes, file size, draw calls
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[2. MESH OPTIMIZE] ── dedup, flatten, join, weld, simplify
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[3. TEXTURE OPTIMIZE] ── resize, KTX2 compress, atlas
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[4. COMPRESS] ── Draco mesh compression, quantize attributes
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[5. VALIDATE] ── visual diff, file size check, runtime test
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OUTPUT (optimized .glb)
Target File Size Budgets
| Platform | Max File Size | Max Polygons | Max Texture Size |
|---|---|---|---|
| Mobile web | 2 MB | 50K triangles | 1024x1024 |
| Desktop web | 5 MB | 200K triangles | 2048x2048 |
| Desktop app | 20 MB | 500K triangles | 4096x4096 |
| Hero asset (single) | 1 MB | 30K triangles | 1024x1024 |
Tool Selection
| Tool | Best For | Install |
|---|---|---|
gltf-transform | Full pipeline, scriptable, Node.js API | npm i @gltf-transform/cli |
gltfpack | Fast one-shot compression | npm i -g gltfpack |
| Blender | Manual mesh editing, UV repacking | Blender 3.6+ |
Critical Warnings
NEVER skip the assessment step -- optimizing blindly wastes time and can produce worse results than the original.
NEVER apply Draco compression AND meshopt compression to the same file -- they are mutually exclusive. Choose ONE.
NEVER use KTX2 UASTC for diffuse color maps on mobile -- UASTC textures are 8-16 bytes/texel in VRAM. ALWAYS use ETC1S for color maps on mobile targets.
NEVER simplify meshes below 10% of original without visual validation -- aggressive simplification destroys silhouettes and UV mapping.
ALWAYS validate optimized models visually before shipping -- automated metrics cannot catch all visual artifacts.
ALWAYS keep the original unoptimized model in version control -- optimization is lossy and irreversible.
Step 1: Assessment
Before optimizing, ALWAYS gather these metrics:
# Using gltf-transform CLI
npx gltf-transform inspect model.glb
# Key output to check:
# - Mesh count and total triangle count
# - Texture count, dimensions, and format
# - Total file size (uncompressed)
# - Accessor count (indicates potential deduplication)
# - Animation track count
Assessment Decision Tree
File size > target budget?
├── YES: Textures > 50% of file size?
│ ├── YES → Start with texture optimization (Step 3)
│ └── NO → Start with mesh optimization (Step 2)
└── NO: Draw calls > 50?
├── YES → Merge meshes (join/flatten)
└── NO → Only apply compression (Step 4)
Polygon Count Guidelines
| Asset Type | Target Triangles | Notes |
|---|---|---|
| Background prop | 100-500 | Minimal detail |
| Mid-ground object | 1K-5K | Visible but not hero |
| Hero/focus object | 10K-50K | High detail, close-up |
| Character | 15K-30K | With LOD chain |
| Full scene | 100K-300K | All objects combined |
| Architectural (BIM) | 200K-500K | Simplified from CAD |
Step 2: Mesh Optimization
gltf-transform Mesh Pipeline
ALWAYS run these operations in this order:
# 1. Remove duplicate accessors and unused data
npx gltf-transform dedup input.glb deduped.glb
# 2. Flatten node hierarchy (removes empty nodes)
npx gltf-transform flatten deduped.glb flat.glb
# 3. Join meshes sharing the same material
npx gltf-transform join flat.glb joined.glb
# 4. Weld vertices (merge vertices within tolerance)
npx gltf-transform weld joined.glb welded.glb --tolerance 0.0001
# 5. Simplify mesh (reduce triangle count)
npx gltf-transform simplify welded.glb simplified.glb \
--ratio 0.5 \
--error 0.001
# 6. Remove unused resources
npx gltf-transform prune simplified.glb output.glb
Combined Pipeline (Single Command)
npx gltf-transform optimize input.glb output.glb \
--compress draco \
--texture-compress ktx2
Mesh Simplification Settings
| Quality Level | Ratio | Error Tolerance | Use Case |
|---|---|---|---|
| Minimal | 0.75 | 0.0005 | Subtle reduction, preserves detail |
| Moderate | 0.50 | 0.001 | Balanced quality/size |
| Aggressive | 0.25 | 0.005 | LOD1/LOD2 generation |
| Extreme | 0.10 | 0.01 | LOD3, distant objects only |
Weld Settings
| Tolerance | Effect |
|---|---|
| 0.0001 | Conservative -- merges only nearly-identical vertices |
| 0.001 | Standard -- good for most models |
| 0.01 | Aggressive -- may cause visible seams on hard edges |
Step 3: Texture Optimization
Texture Decision Tree
Texture type?
├── Color/Diffuse (baseColorTexture)
│ ├── Mobile → ETC1S (KTX2), max 1024px
│ └── Desktop → UASTC (KTX2), max 2048px
├── Normal map
│ └── ALWAYS UASTC (KTX2) — ETC1S causes visible artifacts on normals
├── ORM (occlusion/roughness/metallic)
│ └── ETC1S (KTX2) — perceptual quality less critical
├── Emissive
│ └── ETC1S (KTX2) — unless HDR, then keep as-is
└── HDR environment
└── Keep as .hdr or .exr — do NOT KTX2 compress
KTX2 Compression Commands
# ETC1S: smaller file, lower quality (color maps, ORM)
npx gltf-transform ktx2 input.glb output.glb \
--slots "baseColorTexture,emissiveTexture,occlusionTexture" \
--filter "baseColorTexture=etc1s" \
--quality 128
# UASTC: larger file, higher quality (normal maps)
npx gltf-transform ktx2 input.glb output.glb \
--slots "normalTexture" \
--filter "normalTexture=uastc"
KTX2: ETC1S vs UASTC
| Property | ETC1S | UASTC |
|---|---|---|
| File size | Very small (6-8x smaller) | Moderate (2-4x smaller) |
| VRAM usage | Small | Large (8-16 bytes/texel) |
| Quality | Good for color | Near-lossless |
| Decode speed | Fast | Requires transcoding |
| Best for | Color maps, ORM, emissive | Normal maps, detail textures |
Texture Resize
# Resize all textures to max 1024x1024
npx gltf-transform resize input.glb output.glb --width 1024 --height 1024
# Resize only textures larger than 2048px
npx gltf-transform resize input.glb output.glb --width 2048 --height 2048
Step 4: Mesh Compression
Draco Compression
# Default Draco compression
npx gltf-transform draco input.glb output.glb
# Draco with quality settings
npx gltf-transform draco input.glb output.glb \
--quantize-position 14 \
--quantize-normal 10 \
--quantize-texcoord 12 \
--quantize-color 8
Draco Quantization Bits
| Attribute | Default | High Quality | Aggressive |
|---|---|---|---|
| Position | 14 bits | 16 bits | 11 bits |
| Normal | 10 bits | 12 bits | 8 bits |
| TexCoord | 12 bits | 14 bits | 10 bits |
| Color | 8 bits | 10 bits | 6 bits |
Higher bits = better quality, larger file. 14-bit position is sufficient for most models.
Quantize Without Draco
# Quantize attributes (reduces file size without Draco dependency)
npx gltf-transform quantize input.glb output.glb
Loading Draco-Compressed Models in Three.js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
const dracoLoader = new DRACOLoader();
// ALWAYS set the decoder path — Draco uses WASM
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
dracoLoader.preload();
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
gltfLoader.load('model-draco.glb', (gltf) => {
scene.add(gltf.scene);
});
// ALWAYS dispose when done
dracoLoader.dispose();
Loading KTX2-Compressed Textures
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
const ktx2Loader = new KTX2Loader();
// ALWAYS set the transcoder path — KTX2 uses WASM basis_transcoder
ktx2Loader.setTranscoderPath('https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/libs/basis/');
ktx2Loader.detectSupport(renderer);
const gltfLoader = new GLTFLoader();
gltfLoader.setKTX2Loader(ktx2Loader);
Step 5: Validation
Validation Checklist
After optimization, ALWAYS verify:
- File size -- meets target budget from Step 1
- Visual quality -- load in Three.js viewer, compare to original
- Bounding box -- same dimensions as original (no scale errors)
- Materials -- all textures load, no missing maps
- Animations -- all clips play correctly (if applicable)
- Performance -- measure draw calls, frame time
# Compare file sizes
ls -la original.glb optimized.glb
# Validate GLTF structure
npx gltf-transform inspect optimized.glb
# Check for errors
npx gltf-transform validate optimized.glb
LOD Generation
LOD Chain Strategy
| LOD Level | Screen Coverage | Triangle Ratio | Distance |
|---|---|---|---|
| LOD0 | >30% screen | 1.0 (full) | Near |
| LOD1 | 10-30% screen | 0.5 | Medium |
| LOD2 | 3-10% screen | 0.25 | Far |
| LOD3 | <3% screen | 0.10 | Very far |
Generating LODs with gltf-transform
# Generate LOD chain
npx gltf-transform simplify model.glb lod0.glb --ratio 1.0
npx gltf-transform simplify model.glb lod1.glb --ratio 0.5 --error 0.001
npx gltf-transform simplify model.glb lod2.glb --ratio 0.25 --error 0.005
npx gltf-transform simplify model.glb lod3.glb --ratio 0.10 --error 0.01
Three.js LOD Implementation
import * as THREE from 'three';
const lod = new THREE.LOD();
// ALWAYS add LODs from highest to lowest detail
lod.addLevel(meshLOD0, 0); // distance 0 = closest
lod.addLevel(meshLOD1, 10); // switch at 10 units
lod.addLevel(meshLOD2, 30); // switch at 30 units
lod.addLevel(meshLOD3, 80); // switch at 80 units
scene.add(lod);
// In render loop — ALWAYS call update for LOD switching
lod.update(camera);
gltfpack Alternative
For quick one-shot optimization without a pipeline:
# Install
npm install -g gltfpack
# Optimize with meshopt compression
gltfpack -i input.glb -o output.glb -cc -tc
# Flags:
# -cc mesh compression (meshopt)
# -tc texture compression (KTX2/BasisU)
# -si N simplify to ratio (0.0-1.0)
# -tp texture power-of-two resize
NEVER mix gltfpack meshopt output with gltf-transform Draco -- the compression formats are incompatible.
Loading Meshopt-Compressed Models
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
const gltfLoader = new GLTFLoader();
gltfLoader.setMeshoptDecoder(MeshoptDecoder);
Blender Export Optimization
When exporting from Blender to glTF:
| Setting | Recommended Value | Why |
|---|---|---|
| Format | glTF Binary (.glb) | Single file, smaller |
| Apply Modifiers | ON | Bakes procedural geometry |
| Compression | OFF | Compress with gltf-transform after |
| Textures | Include | Embedded in .glb |
| Limit to | Selected Objects | Avoid exporting hidden/unused |
| +Y Up | ON | Three.js convention |
NEVER enable Draco in Blender's exporter -- Blender's Draco implementation is outdated. ALWAYS compress with gltf-transform or gltfpack after export.
Node.js Scripting with gltf-transform API
import { NodeIO } from '@gltf-transform/core';
import { dedup, flatten, join, weld, simplify,
textureCompress, draco, prune, quantize } from '@gltf-transform/functions';
import draco3d from 'draco3dgltf';
import sharp from 'sharp';
const io = new NodeIO()
.registerExtensions(KHRONOS_EXTENSIONS)
.registerDependencies({
'draco3d.decoder': await draco3d.createDecoderModule(),
'draco3d.encoder': await draco3d.createEncoderModule(),
});
const document = await io.read('input.glb');
// ALWAYS run transforms in dependency order
await document.transform(
dedup(),
flatten(),
join(),
weld({ tolerance: 0.0001 }),
simplify({ ratio: 0.5, error: 0.001 }),
textureCompress({ targetFormat: 'ktx2' }),
draco(),
prune(),
quantize(),
);
await io.write('output.glb', document);
Reference Links
- references/methods.md -- gltf-transform API and Three.js loader methods
- references/examples.md -- Complete optimization pipeline examples
- references/anti-patterns.md -- Common optimization mistakes
Official Sources
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