Hello,
When I copy any animated object (GLTF based), it loses its animations. Here’s a code I use:
//Let's assume that 'gltf' is a target object with scene, assets, animations, etc.
var mixers = [];
var clocks = [];
let gltfClone = threeCloneGltf(gltf);
var clocks.push(new THREE.Clock());
var mixer = new THREE.AnimationMixer( gltfClone.scene.children[0] );
let clip = gltfClone.animations[ 0 ];
let action = mixer.clipAction( clip );
action.play();
mixers.push(mixer);
function threeCloneGltf(gltf){
const clone = {
animations: gltf.animations,
scene: gltf.scene.clone(true)
};
const skinnedMeshes = {};
gltf.scene.traverse(node => {
if (node.isSkinnedMesh) {
skinnedMeshes[node.name] = node;
}
});
const cloneBones = {};
const cloneSkinnedMeshes = {};
clone.scene.traverse(node => {
if (node.isBone) {
cloneBones[node.name] = node;
}
if (node.isSkinnedMesh) {
cloneSkinnedMeshes[node.name] = node;
}
});
for (let name in skinnedMeshes) {
const skinnedMesh = skinnedMeshes[name];
const skeleton = skinnedMesh.skeleton;
const cloneSkinnedMesh = cloneSkinnedMeshes[name];
const orderedCloneBones = [];
for (let i = 0; i < skeleton.bones.length; ++i) {
const cloneBone = cloneBones[skeleton.bones[i].name];
orderedCloneBones.push(cloneBone);
}
cloneSkinnedMesh.bind(
new Skeleton(orderedCloneBones, skeleton.boneInverses),
cloneSkinnedMesh.matrixWorld);
}
return clone;
}
function render(){
for(let key in mixers){
let animation = mixers[key];
let dt = clocks[key].getDelta();
animation.update( dt );
}
renderer.render(scene, camera);
}
Technically an object seems to copied correctly: it has new id and all mixes are copied, but the object is still.