Make OBJ animate

Hello, i am trying two days now to animate an obj on click, but i can not find how to access the position of each obj. I have created a global js object that holds the objs, when i console.log the js objects, it prints ok.But when i console.log the individual is undefinied.

Here is the code:

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var controls = new THREE.OrbitControls( camera );
var renderer = new THREE.WebGLRenderer();
camera.position.set( 0, 20, 100 );
var myObjs={};
function init(){

controls.update();





var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.8);
ambientLight.position.y=-2;
				scene.add( ambientLight );
				var pointLight = new THREE.PointLight( 0xffffff, 1 );
				pointLight.position.y=-2;
				scene.add( pointLight );





				function addObject(model) {
				   var mtlLoader = new THREE.MTLLoader();
				   var objLoader = new THREE.OBJLoader();
					 var obj;
				   mtlLoader.load('Assets/'+model+'.mtl', function (materials) {
				    materials.preload();
				    objLoader.setMaterials(materials);

				    objLoader.load('Assets/'+model+'.obj', function (object) {

object.name = model;
myObjs[model]=object;

scene.add(myObjs[model]);


				    });
						});

				};


console.log(myObjs['window_R']);

console.log(myObjs.Fixed_window);


				addObject('window_R');
				addObject('Fixed_window');






camera.position.z =10;



renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement )


};


function animate() {
	var rotSpeed = 0.004;
	if(myObjs['window_R']){
myObjs['window_R'].rotation.y=+rotSpeed;
	}

	controls.update();
	requestAnimationFrame( animate );
	renderer.render( scene, camera );
}



animate();
init();

I created a fiddle for you that might be a useful help: https://jsfiddle.net/f2Lommf5/4042/

The problem is that the first log message (console.log(myObjs['window_R']);) happens at a point where your model is not loaded yet. Loading assets is an asynchronous operation. The log message would work if you place it in the onLoad() callback.

Thanks, it helped me a lot