Using The Animation system for updating bufferGeometry' attributes

Hi,

I would like to update a bufferGeometry using the animation system.

  let clock;
  let orbitControls;
  let container, stats;
  let camera, scene, renderer;
  let mesh, mouse  = new THREE.Vector2();
  let mixer,clip;
  init();
  animate();
 function init() {				
		   container = document.getElementById('container');
			 if (!container) {
			 let body = document.querySelector('body');
			 let div = document.createElement('div');
			 div.id = 'container';
			 body.appendChild(div);
			 container = document.getElementById('container');
			}
			//
            camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
			camera.position.x = -100;
			camera.position.y = 600;
			camera.position.z = 450;
			scene = new THREE.Scene();
			scene.background = new THREE.Color( 0x000000 );
			scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
			//
			scene.add( new THREE.AmbientLight( 0xffffff ) );	
			//		
		    init_mesh();
			//
			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			container.appendChild( renderer.domElement );
			//
			stats = new Stats();
			container.appendChild( stats.dom );
			//
			orbitControls = new OrbitControls(camera, renderer.domElement);
			//
			let grid_helper =  new THREE.GridHelper(500,10)
			scene.add(grid_helper)
			//			
			mixer               =  new THREE.AnimationMixer(mesh)
			let times           = [0,10]
			// this is KO
			 let name=  '.geometry.attributes.position.array[0]'
			 let point_A_x_position_values  = [0,100]
			 console.log(mesh.geometry.attributes.position.array[0])
			 let kft   =  new THREE.NumberKeyframeTrack(name,times,point_A_x_position_values,THREE.InterpolateLinear) ;         
                           clip                  =  new THREE.AnimationClip('face',10,[kft])
			let animation         =  mixer.clipAction(clip)
			clock                 =  new THREE.Clock()			
			clock.start()  
			animation.play()	
		}

    function init_mesh() {	
			let geometry   =  new THREE.BufferGeometry();
			let length     =  9
			let positions  =  new Float32Array(length);
			let normals    =  new Float32Array(length);
			let colors     =  new Float32Array(length);
			let A          =  new THREE.Vector3();
			let B          =  new THREE.Vector3();
			let C          =  new THREE.Vector3();
			var cb         =  new THREE.Vector3();
			var ab         =  new THREE.Vector3();
			let ax = 0, ay = 0    , az = 0;
			let bx = 50, by = 100 ,bz = -75;
			let cx = -50, cy = 50 ,cz = 0;
			//positions
			let values =  [ax,ay,az,bx,by,bz,cx,cy,cz]
			for(let i = 0 ;i < length ; i++){
				positions[i] = values[i];
			}
			//normals
			A.set(ax, ay, az);
			B.set(bx, by, bz);
			C.set(cx, cy, cz);
			cb.subVectors(C, B);
			ab.subVectors(A, B);
			cb.cross(ab);
			cb.normalize();
			let nx = cb.x;
			let ny = cb.y;
			let nz = cb.z;
			let ns = [nx,ny,nz,nx,ny,nz,nx,ny,nz]
			for(let i = 0 ;i < length ; i++){
				normals[i] = ns[i];
			}
			// colors	
			let cs = [1,0,0,0,1,0,0,0,1]
			for(let i = 0 ;i < length ; i++){
				colors[i] = cs[i];
			}
			geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
			geometry.addAttribute('normal', new THREE.BufferAttribute(normals, 3));
			geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3));
			geometry.computeBoundingSphere();
			var material = new THREE.MeshPhongMaterial({
				color: 0xaaaaaa, specular: 0xffffff, shininess: 100,
				side: THREE.DoubleSide, vertexColors: THREE.VertexColors
			});
			mesh = new THREE.Mesh(geometry, material);
			scene.add(mesh);		
		}		

		function animate() {
			requestAnimationFrame( animate );
			render();
			stats.update();
		}
		function render() {                 
			if(mixer){
			let delta = 	clock.getDelta()
			mixer.update(delta)
			mesh.geometry.attributes.position.needsUpdate = true;	
			}
			renderer.render( scene, camera );
		}

this throw an error message :
THREE.PropertyBinding: Trying to update property for track: .geometry.attributes.position.array but it wasn’t found

but the mesh has the path : .geometry.attributes.position.array

i don’t understand my mistake.

Thanks a lot for your help.

I don’t think you’ll be able to use a KeyframeTrack to modify individual vertices this way. Either make those modifications directly, or consider using https://github.com/zadvorsky/three.bas or https://github.com/vaneenige/THREE.Phenomenon.

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Thanks for your reply,

Actually i read again the doc about the animation system and did some research, and i think that the way of doing what i what is using morphAttributes and morphTargetInfluences

i found this exemple
with this discution that i believe is linked

Thanks for your ressources i will check it too.

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Morph targets are also a good option, yes. :+1:

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/cc

BTW: PropertyBinding.parseTrackName() is definitely not able to parse .geometry.attributes.position.array[0] correctly. Using morph targets is the more promising approach for you.

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