What problem does it solve? Three.js math classes mutate in place, use radians, and follow right-to-left matrix multiplication, which causes subtle bugs like corrupted shared vectors, gimbal lock, and muddy color transitions. This Skill provides the correct patterns and anti-patterns for 3D math operations so generated code avoids these common mistakes. ## Core Features & Use Cases - Core Math Class Reference: Covers Vector3, Matrix4, Quaternion, Euler, Color, MathUtils, Box3, Sphere, Plane, Ray, and Frustum with method signatures and usage rules. - Anti-Pattern Prevention: Documents ten critical mistakes such as mutating shared vectors, lerping Euler angles, using degrees instead of radians, and allocating objects inside animation loops. - Working Code Examples: Provides runnable examples for vector operations, matrix composition, quaternion slerp animation, color space conversion, and frustum culling. - Use Case: When building a 3D scene with smooth camera rotation, use this Skill to implement quaternion slerp interpolation instead of Euler lerp, avoiding gimbal lock and wobbly motion. ## Quick Start Ask the AI to write Three.js code that smoothly rotates a mesh 180 degrees around the Y axis using quaternion slerp.