Var pointLight = new THREE. Var ambientLight = new THREE.AmbientLight(0x080818) tSize(window.innerWidth, window.innerHeight) ĭ(renderer.domElement) Here's the Javascript I'm trying to use for the GLTF version (specifically the binary version from Cesium's tool): var scene = null Ĭamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000) So, I feel like I must be doing something stupid in my Javascript or there is something about GLTF I am missing.Ĭan anyone tell me what I'm doing wrong here? I'm getting to hair-yanking time here. I was able to use this same blend file and export to JSON using Three's own JSON export add on for Blender, and everything works fine there. Both versions of the GLTF file load and render the cube properly, but the cube does not animate. Blender has a ton of features Unity doesnt have, because Unity is only a game engine. First, I tried the GLTF export add on, and then I tried exporting it to Collada and using Cesium's tool to convert it to GLTF. If you want to learn animation for games, learn both. I took Blender's default cube scene, removed the camera and the light, and created a keyframe animation to spin the cube 360 degrees around the Z axis. I'm trying to do a very basic test to get this working. At the moment, however, I'm just trying to get them to load and animate in a simple Three.js test harness page. Here we post our open movies with advertisement enabled. My end goal is to be able to create keyframe animated meshes in Blender, export them to GLTF, and use them in Aframe-based WebVR scenes. This is the official Blender Studio channel. I am experimenting with GLTF and Three.js, and I am having a devil of a time trying to get animations to work.
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