Three.js Import Blender scene including animations -


I have a blender view in which there is a bunch of objects, some of these objects have a bone animation, but not the majority. I have three scenes on this scene with the animation on the right object. I am trying to import in JS. Here's a breakdown of the problem I'm experiencing:

  • Three. Bone animation in Js only three. Work on using Skinny Mesh.
  • All objects, due to the animation data, it is difficult (if not impossible) to determine that the animation is related to which object, in this case three scan masons as the three Makes loading impossible.
  • Even if it is possible to determine the object related to the animation, three. The stenoler will not make them in the skin only, as a result, by removing those objects, those sequences will be removed and they will be made again manually with the skin trap.

    We have tried to do manually by exporting animated messes to Blender so that bone animation data is only on those objects, but there is a problem with the positioning of these objects Because the animated object's position and rotation is available only in scene.js exported the file from Blender.

    • Is there any possible way to export animated objects to Skinczy's in Blender immediately, while keeping the rest of the scenes?
    • Is it possible to determine whether the object is an animation or not? Three.js?

      Update

      I realized that since I extract objects from animation differently, I see the loop above the visual geometry Can I check whether an animation is available on the object, and for this create a skinmash mesh if this is the case. The situation situation still exists: three (0,0,0) position and three in rotation. The JS object is not located in the center of the situation, but around any other point. I'm not sure what this point is, it could be Blender Visual Center, but I thought these two would be the same.

      I found the test object which was created in Blender in the center of the scene and was animated. When it is imported into three .js, the situation seems a bit (anywhere between 1.5 and 1.5 units on each axis for me), but it can be corrected manually in three, this approach is well Works, but with some downsides:

      • Changes in posts that allow you to manually re-position the animated object. It will be only in cases where your positioning needs should be accurate.
      • By placing you the object, you will need to manually obtain the position, rotation, and scale from Blender, where you want it. (You can do this in three, but I thought it would be more work.

        This is not correct, but it works for now. I'm sure Blender It is possible to get three from the exporter to export the object with the animation such as it was in the center of the scene and then the correct position, rotation and scale 3. Supply to be able to immediately load the animated objects in the correct position. I do, and if I

        I hope it will help someone with this problem, even if it is just a temporary fix.

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