Was wondering if it's possible to translate, rotate, scale a model after it has been loaded to the scene. Also im looking a better way to use the loaded, since I have multiple models that I want to add in my program, but I do not want to call `loaded.load(...); every time.
Here is what I use:
var loader = new THREE.GLTFLoader();
loader.load( 'models/model_environment/scene.gltf',
function ( gltf ) {
cube_Geometry = new THREE.BoxGeometry(10,10,10);
cube_Material = new THREE.MeshNormalMaterial();
cube_Mesh = new THREE.Mesh(cube_Geometry, cube_Material);
cube_Mesh.position.set(0,5,0);
canvas_Scene.add(cube_Mesh);
canvas_Scene.add(gltf.scene);
modelsLoaded = true;
},
undefined,
function ( error ) {
console.error( error );
}
);
Notice that the model that has been loaded is below 0 on Y Axis (Ground):
Related
I've got a gltf file. When I import it inside the Three.js editor (https://threejs.org/editor/) I get a correct result when I add an environment map.
On the other hand, when I import my gltf in my project scene I've a different result. Even when I use the very same HDRI image. The metalness is way too shinny in this case.
Does anyone know what I'm missing? Thank you.
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
new RGBELoader()
.load( 'royal_esplanade_1k.hdr', function ( texture ) {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
} );
loader.load(
'./gltf/canette.glb',
// called when the resource is loaded
function ( gltf ) {
obj = gltf.scene;
mixer = new THREE.AnimationMixer( gltf.scene );
action = mixer.clipAction( gltf.animations[ 0 ] );
//obj
scene.add( obj );
}
);
EDIT :
Here's a live demo.
Here's the gltf model.
Unfortunately, you are using a code snippet which does not match your actual three.js version. You have to use at least r131 (or better the latest one r141). Right now, you are using r129.
If you use three.js versions below r131, you have to use PMREMGenerator to prepare the environment map that you apply to PBR materials. Starting from r131, the engine is doing this for you so you don't have to worry about PMREMGenerator at all.
I'm trying to recreate a classroom with individual students and furniture. It should be individual group of models that can be later assigned to a database to toggle on and off at will to simulate who's attending and who's missing in class. This is my block of code to load one native threejs model called "desk" and one animated GLTF model into the scene:
import {GLTFLoader} from "./GLTFLoader.js"
import * as THREE from 'three'
var unit = new THREE.Group();
var deskGeometry = new THREE.BoxBufferGeometry(10, 2, 50 );
var deskMaterial = new THREE.MeshPhongMaterial({ color: 0x49311c, side: THREE.DoubleSide });
var desk = new THREE.Mesh(deskGeometry, deskMaterial);
unit.add(desk);
//IMPORT GLTF MODEL
var loader = new GLTFLoader();
var clock, mixer;
clock = new THREE.Clock();
loader.load("./models/salary/scene.gltf", function(gltf){
gltf.scene.traverse( function( node ){
if(node.isMesh){node.castShadow = true, node.receiveShadow = false;}
});
//add and position the GLTF model
var obj = gltf.scene;
gltf.scene.scale.set( 8, 8, 8 );
gltf.scene.position.x = -10;
gltf.scene.position.y = -5;
gltf.scene.position.z = 3;
gltf.scene.rotation.y = 1.07;
scene.add(obj);
unit.add(obj); // unit is part of an array that the model is nested in,
//to create a THREE.group consisted of the student's desk, pc and the student
//Playing Animation
mixer = new THREE.AnimationMixer( gltf.scene );
console.log( gltf.animations );
mixer.clipAction( gltf.animations[ 0 ] ).play();
});
return unit;
}
function animate(){
requestAnimationFrame(animate);
renderer.setAnimationLoop(()=>renderer.tick());
//for GLTF
if ( mixer ) mixer.update( clock.getDelta() );
}
The above code also implies that the GLTF model is part of a group of model called "unit", and that there are native threejs models mixed in. In the near future I wish to replace "desk" with a proper GLTF model. So I tried using promise to load multiple models like this https://redstapler.co/load-multiple-model-three-js-promise/ , however, it only showed how to import static models without animations.
How should I use promise to load multiple animations as well, while nested inside a THREE group?
I have been using Three.js for a few weeks now, I managed to apply a texture to a cube created directly via the code, but once I tried to load an OBJ file with OBJLoaderI noticed that I couldn't use the same method to load simple png or jpg textures with TextureLoader.
Now I'm not entirely sure what is going wrong, if either this is not the right way to do it, if I just can't load a simple image fine or if I'm not applying it right.
I've seen that applying a texture seems quite easy to do with an MTL file, but unfortunately I'm not sure how to make one.
My current code looks like something like this:
var loader = new THREE.OBJLoader( manager );
loader.load( 'models/tshirt.obj', function ( object ) {
object.position.x = 0;
object.position.y = -200;
object.scale.x = 10;
object.scale.y = 10;
object.scale.z = 10;
obj = object;
texture = THREE.TextureLoader('img/crate.png'),
material = new THREE.MeshLambertMaterial( { map: texture } );
mesh = new THREE.Mesh( object, material );
scene.add( mesh );
} );
But it just doesn't seem to work. The model doesn't load and gives me random errors from Three.js. If instead of the code above I change scene.add( obj); the model actually loads.
What should I be doing here? Should I just go ahead and try to make an MTL file?
My full working code can bee seen at http://creativiii.com/3Dproject/old-index.html
EDIT: The error I get when adding mesh instead of obj is
three.min.js:436 Uncaught TypeError: Cannot read property 'center' of undefined
Try this code:
var OBJFile = 'my/mesh.obj';
var MTLFile = 'my/mesh.mtl';
var JPGFile = 'my/texture.jpg';
new THREE.MTLLoader()
.load(MTLFile, function (materials) {
materials.preload();
new THREE.OBJLoader()
.setMaterials(materials)
.load(OBJFile, function (object) {
object.position.y = - 95;
var texture = new THREE.TextureLoader().load(JPGFile);
object.traverse(function (child) { // aka setTexture
if (child instanceof THREE.Mesh) {
child.material.map = texture;
}
});
scene.add(object);
});
});
The texture loading changes was taken from: How to apply texture on an object loaded by OBJLoader? .
I'm trying to use three.js to import and render an object I made. Everything was find, I even succeded to apply a wireframe texture.
But i wanted to apply a Point cloud texture (here) but either it just display a color on my object either i get an error like writte non the tittle
my code is like that
var loader = new THREE.OBJLoader( manager );
loader.load( 'obj/moimeme2.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material = new THREE.PointCloudMaterial( {color: 0x6FF060 } );
}
} );
/*object.scale.y = 5;
object.scale.x = 5;
object.scale.z = 5;*/
scene.add( object );
}, onProgress, onError );
I'm kinda a beginner in JS and i don't really get what is the problem this
Thank you for reading !
Point cloud material is for point cloud geometry. Not for regular geometry.
i have a question regarding putting a 3dModel from Blender to a Three.js page.
I have created a 3D Human model in blender. I can export it using the 2.66 three.js-export plugin for blender.
When I use the exported .js file and load it into http://blackjk3.github.io/threefab/ it seems to work fine.
I used the http://mrdoob.github.io/three.js/examples/webgl_animation_skinning_morph.html example and tried to put my own model into it. And I can't get it to be displayed.
Firebug just tells me something like: "TypeError: a.hierarchy is undefined" and it seems like I can't really find the problem.
I use the JSON Loader as ususal:
var loader = new THREE.JSONLoader();
loader.load( "models/skinned/humanPrototype.js", function ( geometry, materials ) { createScene( geometry, materials, 0, FLOOR, -300, 60 ) } );
createScene looks like this:
function createScene( geometry, materials, x, y, z, s ) {
geometry.computeBoundingBox();
var bb = geometry.boundingBox;
THREE.AnimationHandler.add( geometry.animation );
for ( var i = 0; i < materials.length; i ++ ) {
var m = materials[ i ];
m.skinning = true;
m.morphTargets = true;
m.color.setHSL( 0.6, 0.5, 0.6 );
m.ambient.copy( m.color );
m.wrapAround = true;
}
mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial( materials ) );
mesh.position.set( 0,0,0 );
mesh.scale.set( s, s, s );
scene.add( mesh );
mesh.castShadow = true;
mesh.receiveShadow = true;
animation = new THREE.Animation( mesh, geometry.animation.name );
animation.JITCompile = false;
animation.interpolationType = THREE.AnimationHandler.LINEAR;
//animation.play();
}
Since my model is loadable in threefab I think its ok. I guess I need to change something about the code. I feel this to be a inexact question and I want to apologize for that. But at the moment I'm really stuck. Any suggestions? =) Thank you very much.
Open knight.js and your exported.js file with an text editor, you will find the difference,
I think that this is still an experiment technology by the author.