GLTF/GLB quaternion rotation with three's Quaternion methods

When fbx model is loaded, it will be of type Object3D which means that the quaternion member variable is going to be of type Quaternion which makes its methods available, e.g. setFromAxisAngle.

I already have all my app working with the fbx model and I’ve been wondering, if I could keep using the same methods with gltf/glb models?

GLTFLoader returns a special result object with different data. The scene property contains the parsed asset that you want to add to your scene. Since a scene is derived from Object3D, you can transform it in the same way like to your FBX assets.

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