What problem does it solve? Building character animation for real-time strategy games in Three.js breaks down at scale: hundreds of units cause CPU-bound skinning loops, foot-sliding, snap-turning, and synchronized clone marching that destroy both frame rate and visual quality. ## Core Features & Use Cases - GPU Bone Texture Skinning: Routes bone transforms through texture palettes and shared skeletons instead of per-unit AnimationMixer instances, keeping draw calls flat across 1000+ entity armies. - Locomotion Sync Pipeline: Enforces velocity-matched timeScale for anti-foot-sliding, delta-gated rotation interpolation for smooth turning, and randomized phase offsets to break synchronized marching. - Distance-Based Animation LOD: Throttles skeletal updates to 30/15/8 FPS by camera range and swaps far units to VAT meshes or billboards. - Use Case: When an AI generates a unit movement system where 500 soldiers slide across the terrain or stutter at low FPS, this Skill rewrites it with timeScale velocity matching, shared GPU skinning, and LOD gating. ## Quick Start Ask the AI to refactor your Three.js RTS unit animation system so that walk playback speed matches entity velocity and distant units use reduced skeletal update rates.