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.
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.
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):
Smooth shading seems to have no effect on my model - the polygons are clearly visible and toggling between smooth and flat shading in the three.js inspector has no effect. There is vertex normal data in the obj so using geometry.computeVertexNormals() shouldn't be needed as has been suggested on a few other posts.
Using THREE.WebGLRenderer
Any leads appreciated :)
obj,mtl,img files
This is my loader function:
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl(pathToLoad);
mtlLoader.setPath(pathToLoad);
mtlLoader.load('model_mesh.obj.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath(pathToLoad);
objLoader.load('model_mesh.obj', function (obj) {
obj.name = pathToLoad.substring(12, 17);
testArray.push(obj);
scene.add(obj);
loadNextPath();
});
});
screenshot, polygons visible
The problem is with your model. It has "flat" vertex normals.
If you don't want to fix your model, you can recompute smooth vertex normals by using a pattern like this one:
loader.load( 'model_mesh.obj', function( object ) {
var mesh = object.children[ 0 ];
mesh.geometry = new THREE.Geometry().fromBufferGeometry( mesh.geometry );
mesh.geometry.mergeVertices();
mesh.geometry.computeVertexNormals();
// convert back to BufferGeometry prior to rendering
mesh.geometry = new THREE.BufferGeometry().fromGeometry( mesh.geometry );
scene.add( object );
});
three.js r.95
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.