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AgentCompany/builtin-skills/Video-maker/remotion-best-practices/rules/3d.md
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ZacharyZhang-NY e74dafcd36 Silence render-disposed spam, unbreak bundled skills, drop board wake
Three independently ugly bugs that all fed the same log flood:

* Electron's `WebFrameMain.send` writes every "Render frame was disposed"
  to stderr via `console.error`. When the worker fans a second
  agent-event past a reloading renderer, we produced thousands of
  identical lines and stalled the main loop on stderr I/O. Added a
  `mainFrame.detached` guard so the send is short-circuited before
  Electron's own catch block fires, and installed a targeted filter in
  `suppress-warnings.ts` (now actually imported from the entry point)
  so the specific `console.error("Error sending from webFrameMain:"…)`
  noise never reaches the terminal. Any other payload still surfaces.

* `dispatchAgentMessage` accepted the human-reader sentinel as a wake
  target when an agent replied to `__board__` — `wakeAgentIfPossible`
  then called `db.getAgent("__board__")`, threw, and the dispatcher
  kept repeating on every send. Strip `HUMAN_SENDER_ID` at
  `resolveMessageWakeTargets`, and keep a defense-in-depth guard in the
  heartbeat so a stray caller (future automation fan-out) cannot
  reintroduce the crash.

* Pi's skills loader rejects any SKILL.md whose frontmatter `name`
  diverges from its parent directory. The four bundled `my-writing-style`
  copies declared `name: writing-style-skill`, so every install emitted
  a warning and dropped the skill. They also lived as orphan gitlinks
  (mode 160000 without .gitmodules), and the global `*.md` gitignore
  hid every other SKILL.md from version control. Fixed the frontmatter
  to match the dir, converted the dangling submodules to plain trees,
  and allowlisted `builtin-skills/**/*.md` so a fresh clone carries the
  catalogue instead of silently losing it.
2026-04-20 08:13:48 -04:00

2.2 KiB

name, description, metadata
name description metadata
3d 3D content in Remotion using Three.js and React Three Fiber.
tags
3d, three, threejs

Using Three.js and React Three Fiber in Remotion

Follow React Three Fiber and Three.js best practices.
Only the following Remotion-specific rules need to be followed:

Prerequisites

First, the @remotion/three package needs to be installed.
If it is not, use the following command:

npx remotion add @remotion/three # If project uses npm
bunx remotion add @remotion/three # If project uses bun
yarn remotion add @remotion/three # If project uses yarn
pnpm exec remotion add @remotion/three # If project uses pnpm

Using ThreeCanvas

You MUST wrap 3D content in <ThreeCanvas> and include proper lighting.
<ThreeCanvas> MUST have a width and height prop.

import { ThreeCanvas } from "@remotion/three";
import { useVideoConfig } from "remotion";

const { width, height } = useVideoConfig();

<ThreeCanvas width={width} height={height}>
  <ambientLight intensity={0.4} />
  <directionalLight position={[5, 5, 5]} intensity={0.8} />
  <mesh>
    <sphereGeometry args={[1, 32, 32]} />
    <meshStandardMaterial color="red" />
  </mesh>
</ThreeCanvas>;

No animations not driven by useCurrentFrame()

Shaders, models etc MUST NOT animate by themselves.
No animations are allowed unless they are driven by useCurrentFrame().
Otherwise, it will cause flickering during rendering.

Using useFrame() from @react-three/fiber is forbidden.

Animate using useCurrentFrame()

Use useCurrentFrame() to perform animations.

const frame = useCurrentFrame();
const rotationY = frame * 0.02;

<mesh rotation={[0, rotationY, 0]}>
  <boxGeometry args={[2, 2, 2]} />
  <meshStandardMaterial color="#4a9eff" />
</mesh>;

Using <Sequence> inside <ThreeCanvas>

The layout prop of any <Sequence> inside a <ThreeCanvas> must be set to none.

import { Sequence } from "remotion";
import { ThreeCanvas } from "@remotion/three";

const { width, height } = useVideoConfig();

<ThreeCanvas width={width} height={height}>
  <Sequence layout="none">
    <mesh>
      <boxGeometry args={[2, 2, 2]} />
      <meshStandardMaterial color="#4a9eff" />
    </mesh>
  </Sequence>
</ThreeCanvas>;