Motion adds Three.js, vgpu support and demos
Motion (formerly Framer Motion) announced public availability for its integrations with Three.js and Matias's vgpu WebGPU library, releasing two Zelda-themed interactive watercolor diorama demos. The showcases—an Ocarina of Time scene powered by Three.js and a Majora's Mask diorama running on vgpu—illustrate how Motion's declarative animation primitives, spring physics, pointer parallax, and reactive motion values can be used directly within WebGL and WebGPU rendering contexts to create seamless, high-performance 3D visual effects.
Bringing Motion’s ergonomic, physics-driven API directly to Three.js and modern WebGPU pipelines eliminates the historic friction between DOM animation and 3D canvas rendering.
* Unified workflow: Developers can now orchestrate 3D scene properties and DOM interactions using identical animation primitives and spring physics.
* WebGPU forward-looking: Supporting modern libraries like vgpu positions Motion ahead of the curve as the web graphics ecosystem shifts toward WebGPU.
* Developer ergonomics: Reduces boilerplate imperative render loops and matrix math for common effects like pointer parallax and painterly reveals.
DISCOVERED
1h ago
2026-09-24
PUBLISHED
2h ago
2026-09-24
RELEVANCE
AUTHOR
motiondotdev