I want to implement a Hollywood character ejection effect (https://youtu.be/SiO3vCBNt_A?t=178) on my templates using texture procedures in Blender. Can you please tell me how to export this effect to FBX or GLB?
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I'm working with game dev. He has implemented all the boardgame using Blender. He also added some sprites inside directly and linked the sprite to the Camera inside Blender so that when this camera moves, all the sprites will move accordingly to always face the Camera.
Now my question is, how can I implement this using react-three-js. I see that I can export the Camera object from blender (after exporting the GLTF with the Camera inside) and see it in my GLTF in threejs (under gltf.cameras[0])
My question is, How can I change the camera position of the GLTF (not a copy in threejs) so that I can keep the rules he added for the sprite to always face the camera?
Any constraints created in Blender will not be included when exporting files to other formats. Those would need to be recreated in three.js. In this case I'd recommend using gltfjsx to create a JSX representation of your model, and then using the <Billboard /> component to keep objects facing the camera.
If you have many (100+) sprites, it may be necessary to export them as points, and then assign a THREE.PointsMaterial that applies whatever appearance you need with a texture. Those points will face the camera automatically, as shown in this example.
We have an issue with exporting our 3D Assets and animations correctly so that three.js can correctly display them.
All our 3D artists work with Cinema4D so we need to go through blender to export a three.js compatible JSON. They export the scene as FBX and then import it to blender. This seems to work fine. The model looks good there (with Material View set in Preview Window) and the simpler models we exported even worked with textures and animations.
But we now have a scene where, when we load the resulting JSON, some of the meshes are flipped 180° (but only some - the trees) and one of the models (Santa model) is not textured. They all look fine in blender.
When loading the JSON in https://threejs.org/editor/ you will immediately see the issues:
Is this an export problem? Can we fix it by tweaking the export params? Will we need to adjust the model in blender?
I would advise a couple things here:
File a bug on three.js including the .blend file
Try freezing transforms in Blender or C4D before export
Perhaps try a different three.js-compatible blender exporter, like glTF-Blender-Exporter.
I'm looking at this particular example http://tf3dm.com/3d-model/glass-91748.html
I have exported this glass into JSON with ThreeJS' exporter, but it does not show up with the material transparency achieved in blender upon render in the browser. In blender this glass effect is achieved with the via the Z-Transparency Alpha, Fresnel, and Blend settings. These settings are the magic sauce it seems. Without them in Blender, the glass appears as it does in the browser. While I might be able to correct this with a shader in Three.JS, I'm trying to determine if it is possible to do so without intervention.
ThreeJS 76
Blender 2.77
Is there any way to export the whole scene from Maya to Three.js.
Exported elements should be:
all mesh, textures, cameras, including the lights, shadows etc.
So that I can get the proper rendered effect that is been in the maya.
If you read the doc for the Maya exporter, it currently doesn't support exporting lights. You'll have to create the manually in your three.js code.
I don't know the current status of three.js loaders as I havn't used for a while now but back then Collada and FBX exporters were shaky. And still seem to be. You can try exporting from Maya to FBX and convert it (FBX file format supports lights).
OBJ file format doesn't support support lights of animation but this is the easiest way to go.
Long story short, export your models with the correct materials and create and place your lights manually.
PS: You can't export shadows.
I have made a pipe in Maya, on which I have animated the thickness (Below is an example of 4 of the keyframes in the animation). Unfortunately when I export it as an fbx file, the animation of the of the thickness is not saved. Is there a way to save an animation that would be something similar to this one or some help on getting this solution to work?
I'm fairly new to Maya so there might be something I'm missing. Hope you can help me.
Default FBX won't export the changes in the geometry - it will give you the position, rotation and scale of the object over time but not changes to vertex positions within the object.
You can turn on the 'Geometry Cache' option in the fbx export dialog:
Vertex Animation stored in FBX file without using Point Cache?
However not all applications that use FBX support geometry caches - you'll have to see what your target software supports. Other options might be to export a series of .OBJ files (1 per frame) and use the vertex data from those, or to use an animated geometry specific format like Alembic