Transformation of an individual Instance possible?


I’m using InstancedMesh and I was wondering if the transformation of an individual Instance is possible (like it’s commonly done in DCC software)? The use case would be having several instanced objects in one row and the same count in another row, but with the second row facing the first. Each local transformation of the second row would be rotated 180 degrees.


Each instance can have its own matrix, and that matrix can represent (or be decomposed into) three things: position, rotation, and scale. Making some additions to the earlier example from Ducks in a row anyone?,

const count = 5;
const spacing = 5;

const mesh = new THREE.InstancedMesh( geometry, material, count );
const dummy = new THREE.Object3D();

for ( let i = 0; i < count; i++ ) {
  for ( let j = 0; j < count; j++ ) {

    dummy.position.set( i * spacing, j * spacing, 0 );
    dummy.rotation.y = 2 * Math.PI * Math.random();
    dummy.scale.multiplyScalar( Math.random() );
    mesh.setMatrixAt( i * count + j, dummy.matrix );


mesh.instanceMatrix.needsUpdate = true;

scene.add( mesh );

In this case we are setting the position/rotation/scale of the dummy object for convenience, and then taking the matrix derived from those properties and assigning it to the instance.

This can be calculated even for far more complicated arrangements.

See BeginnerExample from the Collection of examples from .

In step 13, a honeycomb with alternating closing caps is created.


Thanks to both of you for your help!