I’m just starting to explore three.js. I exported a simple model from c4d and tried copying the code from this demo. I don’t get any errors in my console but the model doesn’t show up. Attached is the gtlf file. Here’s my html. What am I doing wrong? Thanks.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
canvas { width: 100%; height: 100% }
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #75ddc1;
font-weight: bold;
}
</style>
<title>My first three.js app</title>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/pmrem/PMREMGenerator.js"></script>
<script src="js/pmrem/PMREMCubeUVPacker.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats, controls;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( - 1.8, 0.9, 2.7 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, - 0.2, - 0.2 );
controls.update();
scene = new THREE.Scene();
var loader = new THREE.GLTFLoader();
loader.load( 'models/test.glb', function ( gltf ) {
scene.add( gltf.scene );
}, undefined, function (error) {
console.error(error);
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
test.gltf (21.6 KB)