diff --git a/README.md b/README.md
index bcadb9b64e2..2b2129d7675 100644
--- a/README.md
+++ b/README.md
@@ -126,9 +126,9 @@ objects straight from HTML:
-
-
-
+
+
+
@@ -144,9 +144,7 @@ objects straight from HTML:
material="color: #9CE3F9; opacity: 0.75; metalness: 0; roughness: 1"
rotation="-90 0 0">
-
+
diff --git a/docs/components/gltf-model.md b/docs/components/gltf-model.md
index 2eb5ec2d0d6..bd3839e7f5f 100644
--- a/docs/components/gltf-model.md
+++ b/docs/components/gltf-model.md
@@ -25,9 +25,9 @@ Work on the [three.js glTF loader][threejsgltf] and converters are still
active.
> **NOTE:** A-Frame supports glTF 2.0. For models using older versions of the
-> glTF format, use `gltf-model-legacy` from [donmccurdy/aframe-extras][extras].
+> glTF format, use `gltf-model-legacy` from [aframe-extras][extras].
-[extras]: https://github.com/donmccurdy/aframe-extras/tree/master/src/loaders
+[extras]: https://github.com/c-frame/aframe-extras/tree/master/src/loaders
@@ -98,7 +98,7 @@ rendering.
## Using animations
-If you want to use the animations from your glTF model, you can use the [animation-mixer](https://github.com/donmccurdy/aframe-extras/tree/master/src/loaders#animation) component from [aframe-extras](https://github.com/donmccurdy/aframe-extras). By default all animations are played in a loop.
+If you want to use the animations from your glTF model, you can use the [animation-mixer](https://github.com/c-frame/aframe-extras/tree/master/src/loaders#animation) component from [aframe-extras](https://github.com/c-frame/aframe-extras). By default all animations are played in a loop.
```html
diff --git a/docs/guides/building-a-minecraft-demo.md b/docs/guides/building-a-minecraft-demo.md
index 11ffa1191c7..52616d4ba0f 100644
--- a/docs/guides/building-a-minecraft-demo.md
+++ b/docs/guides/building-a-minecraft-demo.md
@@ -91,7 +91,7 @@ See a live version [here](https://aframe.io/aframe/examples/docs/aincraft/step2.
[a-sky]: https://aframe.io/docs/1.6.0/primitives/a-sky.html
[flickr]: https://www.flickr.com/groups/equirectangular/
-[gradient]: https://github.com/zcanter/aframe-gradient-sky
+[gradient]: https://github.com/mrxz/fern-aframe-components/tree/main/sky-background
Let's add a 360° background to our `` with the [``
element][a-sky]. `` is a large 3D sphere with a material mapped on the
diff --git a/docs/introduction/entity-component-system.md b/docs/introduction/entity-component-system.md
index cccfa95e15c..4be001fab49 100644
--- a/docs/introduction/entity-component-system.md
+++ b/docs/introduction/entity-component-system.md
@@ -356,14 +356,14 @@ The [A-Frame Wiki](https://aframe.wiki/) is a useful community-driven initiative
### Using a Community Component
-[particlesystem]: https://www.npmjs.com/package/aframe-particle-system-component
+[particlesystem]: https://www.npmjs.com/package/@c-frame/aframe-particle-system-component
Once we find a component that we want to use, we can include the component as a
`
-
+
@@ -441,7 +441,7 @@ Now we can include it into our HTML:
-
+
@@ -476,7 +476,7 @@ Registry and using the JSDELIVR CDN. This example can also be viewed in the [A-
Community Components Example
-
+
diff --git a/docs/introduction/faq.md b/docs/introduction/faq.md
index 470a20ecc08..09d328f33b6 100644
--- a/docs/introduction/faq.md
+++ b/docs/introduction/faq.md
@@ -166,12 +166,6 @@ component][whygltf].
[Wavefront (`.obj`)][obj] is also a well-known format but has some limitations
like the lack of animation and vertex color support.
-There are also components in the ecosystem for loading other formats:
-
-- [`.PLY` models](https://github.com/donmccurdy/aframe-extras/blob/master/src/loaders/ply-model.js)
-- [three.js `.JSON` Object](https://github.com/donmccurdy/aframe-extras/blob/master/src/loaders/json-model.js)
-- [three.js `.JSON` Scene](https://github.com/donmccurdy/aframe-extras/blob/master/src/loaders/object-model.js)
-
Below are a couple basic examples for using models:
- [Model Example 1](https://aframe.io/aframe/examples/test/model/)
@@ -233,7 +227,7 @@ This depends on what devices you plan to support and how you allow users to
navigate your scene. For most VR experiences, follow best practices and only
move the camera proportionately to the user's motion.
-[teleport]: https://github.com/fernandojsg/aframe-teleport-controls
+[teleport]: https://github.com/jure/aframe-blink-controls
Don't block the camera if the user steps forward in a room-scale VR space. For
most VR applications it's better to do locomotion with methods such as using
@@ -241,7 +235,7 @@ most VR applications it's better to do locomotion with methods such as using
of the way or not require much movement, or explore more creative ways of
moving users through the world.
-[physics]: https://github.com/donmccurdy/aframe-physics-system
+[physics]: https://github.com/c-frame/aframe-physics-system
For non-VR desktop experiences with a gamepad or keyboard controls or for VR
scenes where the camera is inside a vehicle, you can add a [physics
diff --git a/docs/introduction/html-and-primitives.md b/docs/introduction/html-and-primitives.md
index 8bbff63dc9b..187669c1833 100644
--- a/docs/introduction/html-and-primitives.md
+++ b/docs/introduction/html-and-primitives.md
@@ -181,9 +181,9 @@ AFRAME.registerPrimitive('a-box', extendDeep({}, meshMixin, {
}));
```
-[aframe-extras]: https://github.com/donmccurdy/aframe-extras
+[aframe-extras]: https://github.com/c-frame/aframe-extras
-For example, Don McCurdy's [`aframe-extras`][aframe-extras] package includes an
+For example, [`aframe-extras`][aframe-extras] package includes an
`` primitive that wraps his `ocean` component. Here is the definition
for ``.
diff --git a/docs/introduction/index.md b/docs/introduction/index.md
index 1ff77af7c81..26de32497fa 100644
--- a/docs/introduction/index.md
+++ b/docs/introduction/index.md
@@ -136,12 +136,12 @@ and fly around to peek under the hood!
[augmented reality]: https://github.com/jeromeetienne/AR.js#augmented-reality-for-the-web-in-less-than-10-lines-of-html
[environment]: https://github.com/supermedium/aframe-environment-component
[multiuser]: https://github.com/networked-aframe/networked-aframe
-[oceans]: https://github.com/n5ro/aframe-extras/tree/master/src/primitives
-[particle systems]: https://github.com/IdeaSpaceVR/aframe-particle-system-component
-[physics]: https://github.com/n5ro/aframe-physics-system
+[oceans]: https://github.com/c-frame/aframe-extras/tree/master/src/primitives
+[particle systems]: https://github.com/c-frame/aframe-particle-system-component
+[physics]: https://github.com/c-frame/aframe-physics-system
[state]: https://npmjs.com/package/aframe-state-component
-[super hands]: https://github.com/wmurphyrd/aframe-super-hands-component
-[teleportation]: https://github.com/fernandojsg/aframe-teleport-controls
+[super hands]: https://github.com/c-frame/aframe-super-hands-component
+[teleportation]: https://github.com/jure/aframe-blink-controls
:runner: **Components**: Hit the ground running with A-Frame's core components
such as geometries, materials, lights, animations, models, raycasters, shadows,
diff --git a/docs/introduction/interactions-and-controllers.md b/docs/introduction/interactions-and-controllers.md
index cce6ff3a87c..2255cc0a8f1 100644
--- a/docs/introduction/interactions-and-controllers.md
+++ b/docs/introduction/interactions-and-controllers.md
@@ -589,8 +589,8 @@ The [documentation for super-hands][superhandsdocs] and
### Other Examples
-[aframe-extras]: https://github.com/donmccurdy/aframe-extras
-[aframe-physics]: https://github.com/donmccurdy/aframe-physics-system
+[aframe-extras]: https://github.com/c-frame/aframe-extras
+[aframe-physics]: https://github.com/c-frame/aframe-physics-system
Other examples to look at include:
diff --git a/docs/introduction/javascript-events-dom-apis.md b/docs/introduction/javascript-events-dom-apis.md
index efb11670e0a..daad7ed154f 100644
--- a/docs/introduction/javascript-events-dom-apis.md
+++ b/docs/introduction/javascript-events-dom-apis.md
@@ -321,7 +321,7 @@ entityEl.setAttribute('geometry', {
});
```
-[physics]: https://github.com/donmccurdy/aframe-physics-system
+[physics]: https://github.com/c-frame/aframe-physics-system
Or adding [the community physics component][physics]:
diff --git a/docs/introduction/models.md b/docs/introduction/models.md
index aa7495d9b09..ba1d40fcb01 100644
--- a/docs/introduction/models.md
+++ b/docs/introduction/models.md
@@ -30,7 +30,7 @@ three.js loaders.
## Animating Models
-[mixer]: https://github.com/donmccurdy/aframe-extras/tree/master/src/loaders#animation
+[mixer]: https://github.com/c-frame/aframe-extras/tree/master/src/loaders#animation
We can use [Don McCurdy's animation-mixer component][mixer] to play a model's
built-in animations. Animations usually come in the model built via animation
@@ -148,7 +148,7 @@ If this didn't work, you should check your MTL file and you might notice it is t
### My Model Isn't Animating
-[aframe-extras]: https://github.com/donmccurdy/aframe-extras
+[aframe-extras]: https://github.com/c-frame/aframe-extras
The [animation-mixer component][mixer], part of [aframe-extras] by Don McCurdy,
provides controls for playing animations in three.js (.json) and glTF (.gltf)
diff --git a/examples/docs/community-components/index.html b/examples/docs/community-components/index.html
index 5b78838a756..3fa286d173e 100644
--- a/examples/docs/community-components/index.html
+++ b/examples/docs/community-components/index.html
@@ -7,7 +7,7 @@
-->
-
+