I modified the example like following. I want to load a custom model and move the mesh. But it is not working. It is showing something like root is undefined
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<title>three.js webgl - animation - basic</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - animation - basic use
</div><script src="js/three.js"></script><script src="js/stats.min.js"></script>
<script src="js/GLTFLoader.js"></script>
<script>
var stats, clock;
var scene, camera, renderer, mixer;
init();
animate();
function init() {
scene = new THREE.Scene();
//
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 50, 50, 100 );
camera.lookAt( scene.position );
//
var axesHelper = new THREE.AxesHelper( 10 );
scene.add( axesHelper );
scene.add(new THREE.AmbientLight(0xffffff,1));
//
//var geometry = new THREE.BoxBufferGeometry( 5, 5, 5 );
//var material = new THREE.MeshBasicMaterial( { color: 0xffffff, transparent: true } );
//var mesh = new THREE.Mesh( geometry, material );
//scene.add( mesh );
var mesh;
var loader = new THREE.GLTFLoader();
loader.load("models/Soldier.glb",function(gltf){
mesh = gltf.scene;
mesh.position.set(0,0,0);
scene.add(mesh);
});
// create a keyframe track (i.e. a timed sequence of keyframes) for each animated property
// Note: the keyframe track type should correspond to the type of the property being animated
// POSITION
var positionKF = new THREE.VectorKeyframeTrack( '.position', [ 0, 1, 2 ], [ 0, 0, 0, 30, 0, 0, 0, 0, 0 ] );
// SCALE
var scaleKF = new THREE.VectorKeyframeTrack( '.scale', [ 0, 1, 2 ], [ 1, 1, 1, 2, 2, 2, 1, 1, 1 ] );
// ROTATION
// Rotation should be performed using quaternions, using a THREE.QuaternionKeyframeTrack
// Interpolating Euler angles (.rotation property) can be problematic and is currently not supported
// set up rotation about x axis
var xAxis = new THREE.Vector3( 1, 0, 0 );
var qInitial = new THREE.Quaternion().setFromAxisAngle( xAxis, 0 );
var qFinal = new THREE.Quaternion().setFromAxisAngle( xAxis, Math.PI );
var quaternionKF = new THREE.QuaternionKeyframeTrack( '.quaternion', [ 0, 1, 2 ], [ qInitial.x, qInitial.y, qInitial.z, qInitial.w, qFinal.x, qFinal.y, qFinal.z, qFinal.w, qInitial.x, qInitial.y, qInitial.z, qInitial.w ] );
// COLOR
var colorKF = new THREE.ColorKeyframeTrack( '.material.color', [ 0, 1, 2 ], [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ], THREE.InterpolateDiscrete );
// OPACITY
var opacityKF = new THREE.NumberKeyframeTrack( '.material.opacity', [ 0, 1, 2 ], [ 1, 0, 1 ] );
// create an animation sequence with the tracks
// If a negative time value is passed, the duration will be calculated from the times of the passed tracks array
var clip = new THREE.AnimationClip( 'Action', 3, [ scaleKF, positionKF, quaternionKF, colorKF, opacityKF ] );
// setup the THREE.AnimationMixer
mixer = new THREE.AnimationMixer( mesh );
// create a ClipAction and set it to play
var clipAction = mixer.clipAction( clip );
clipAction.play();
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
stats = new Stats();
document.body.appendChild( stats.dom );
//
clock = new THREE.Clock();
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var delta = clock.getDelta();
if ( mixer ) {
mixer.update( delta );
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
How can I resolve this issue ? ( I tried with mesh.children[0]
but it didn’t work )
It should be something like mesh.children[0].material
or mesh.material
but nothing seems to work.
Another question, is it something like
var quaternionKF = new THREE.QuaternionKeyframeTrack( '.quaternion', [ 0, 1, 2 ], [ qInitial.x, qInitial.y, qInitial.z, qInitial.w, qFinal.x, qFinal.y, qFinal.z, qFinal.w, qInitial.x, qInitial.y, qInitial.z, qInitial.w ] );
And then mixer = new THREE.AnimationMixer(mesh);
means I am modifying mesh.quaternion
object ?
I tried with var quaternionKF = new THREE.QuaternionKeyframeTrack( '.quaternion', [ 0, 1, 2 ], [ qInitial.x, qInitial.y, qInitial.z, qInitial.w, qFinal.x, qFinal.y, qFinal.z, qFinal.w, qInitial.x, qInitial.y, qInitial.z, qInitial.w ] );
then mixer = new THREE.AnimationMixer(skeleton.bones[8]);
I didn’t get any output anyway.
Reference: I created a CSV file with bone data of the soldier.soldier_bone_data.csv (4.0 KB)
Then I printed gltf.animations[1]
in console . It showed something like following
(I also printed
positionKF
and
scaleKF
in console as well as removed
colorKF
and
opacityKF
)
Where am I doing wrong ?