ASE (ASCII SCENE EXPORT) or MDM loader for three.js? - three.js

I've got an old mesh both in .MDM and .ASC (which is most propably the aformentioned ASCII scene export format) and i'd like to preview it in Three.js. I've been looking for hours now and i'm not able to find if any of existing loaders can read one of those formats so i'm asking for help. Does any one of you know of Three.js loader that understands ASCII scene export or am i stuck with writing one on my own?
I will be gratefull for any clues.

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Exporting from Blender to Three JS with materials intact on scene

I'm struggling to get an exported scene from blender into three.js and have been researching and experimenting for about two weeks now, however all information I can find on the subject seems to date back several years and is now too out of date to be of use.
I'm working with the following
Blender: 2.7.7
Blender Threejs export: 1.5.0
Three.js: r76
I've tried a few hundred combinations of export settings and while I can always get the geomety exported correctly, the materials while referenced correctly as far as I can see in the JSON file do not seem to want to load in. This occurs with both embeded and referenced textures.
While I have plenty of code samples for loading in JSON with the ObjectLoader all the images, references I find are to much older versions of the exporter (which I have tried) and I've yet to find one thta contians materials, the closest I found was a blender export with colours.
If anyone has any resources for the exporter or the object Importer, or would be able to see any issues with the JON file t would be a great help. The documentation and resources I can find are rather thin on the ground for the newer versions of ThreeJS it seems.
Here is a sample of the exported JSON https://paste.ee/p/RH42a I encoded the textures on this one. For some reason it's also exporting upside down, but that can be easily fixed.
Object loader
var loader = new THREE.ObjectLoader();
loader.load('obj/test/blender/export/test.json', function(obj) {
scene.add(obj);
});

Blender MakeHuman to Three.js

I'm trying to integrate a animated 3D character in a Web navigator.
I use MakeHuman 1.02 to create a character which I import in Blender 2.74 in .mhx format.
I retarget to a BVH using the MakeWalk plugin for Blender. It's for the motion.
When I try to export the character in .json format (three.js), the following error appears :
MakeHuman is not a valid mesh object.
A mesh object is an object that we can modify properties or vertices, isn't it ?
I try others format like .dae format (collada) but it seems that the navigators doesn't find the skeleton and the textures of the character (even if they are in the same directory) necessary for the character's motion.
How to get the character like a mesh object ? Or somebody knows another process to success ?
Like Erica pointed out, you need to have a mesh selected to export it. The problem with this is it doesn't seem to work if you have multiple meshes. Only one will export. This is a problem when using MakeHuman because their clothes are separate meshes.
One way to fix this is to select all meshes and combine them into one (I believe that's CTRL + J). However, you'd have to somehow merge all your texture files into one big one and I have no idea how to do that.
What I do is to export the entire scene. Then it doesn't matter what is selected. All meshes get exported. You can load it using either the ColladaLoader, which I would recommend since you're retargeting to a BVH (worked great for me), or the new ObjectLoader.
If you have your own Scene object on the page that you want to use, you can still load the scene created by the exporter, traverse it to get the items you care about, and add those items to your scene that will display on the page.

How do I convert a ms3d model to three.js?

I'm trying to convert this model to the three.js model format:
http://tf3dm.com/3d-model/ninja-48864.html
Here's what i've tried so far:
I've imported the ms3d file in blender using the default addon. In blender, animations and mesh look correct; however, bones are only rendered as lines. Then I exported it to js using the three.js exporter. This results in a correct mesh, but the animation is not correctly exported. Only bone positions are exported (which are only rarely used in this specific model), NO rotations at all (except for a few identity quaternions).
It seems I have to modify the model in blender somehow, but since I'm a complete novice in 3d modelling, I'm kind of lost. I've also looked at other questions regarding blender+three.js but none of the tips (apply location/rotation/scale etc.) made a difference. It might also be a bug in the three.js exporter.
Can anybody help me do the conversion, one way or the other?
A nice Python utility is available for converting ms3d format to JSON format.
The link is: https://github.com/pyalot/parse-3d-files/blob/master/ms3d/convert.py
You can easily render this JSON model using THREE.JSONLoader() in three.js
Thanks.

Maya to three.js with animation

I have a rigged (skeleton and soft bind) model in Maya. The model is all one seamless low poly with a single jpeg texture mapped. There is simple animation of the skeleton. (joint rotation). I need to get it to work with ThreeJs (webGL).
Do I try to export an OBJ with Morph Targets some how? I can do OBJ but how do I get the morph targets? Can the developer that I am working with read Maya's baked animation file (.MC or .XML) in webGL. Do I export a Collada DAE?
Any help that can steer us in the right direction would be greatly appreciated.
Thanks
THREE.js comes with an exporter for Maya, but it only works for static models. I have created an updated version that also supports exporting rigged and animated models. It doesn't require any intermediate steps: it just outputs straight to a .JS file. We have a pull request to integrate the updated exporter with the THREE trunk, but if you want to get the new and improved exporter immediately you can get it from this repository: https://github.com/BlackTowerEntertainment/three.js/tree/maya_animation_exporter. The exporter files are in utils/exporters/maya.
Hope this helps.
It is best to export a Collada DAE file from Maya in order to get your data into ThreeJS. You can preview and share your data via http://Clara.io (an online 3D editor, modeler, animation) which imports Collada DAEs and uses ThreeJS for display.
You should have read the FAQ as there is plenty of info there. https://github.com/mrdoob/three.js/wiki. Most probably you need to export to Collada as Wavefront obj's do not support animation.

How to import Blender 3D animation to iPhone OpenGL ES?

I am trying to do animations on iPhone using OpenGL ES. I am able to do the animation in Blender 3D software. I can export as a .obj file from Blender to OpenGL and it works on iPhone.
But I am not able to export my animation work from Blender 3D to OpenGL. Can anyone please help me to solve this?
If you have a look at this article by Jeff LaMarche, you'll find a blender script that will output a 3D model to a C header file. There's also a followup article that improves upon the aforementioned script.
After you've run the script, it's as simple as including the header in your source, and passing the array of vertices through your drawing function. Ideally you'd want a method of loading arbitrary model files at runtime, but for prototyping this method is the simplest to implement.
Seeing as you already have a method of importing models (obj) then the above may not apply. However, the advantage of using a blender script is that you can then modify the script to suit your own needs, perhaps also exporting bone information or model keyframes.
Well first off, I wouldn't recommend .obj for this purpose since the obj file format doesn't support animation, only static 3D models. So you'll need to export the animation data as a separate file that you load at the same time as the obj.
Which file format I would recommend depends on what exactly your animations are. I don't remember off the top of my head what file formats Blender supports, but as I recall it does not export Collada files with animation, which would be the most general recommendation. Other options would be md2 for character animations, or 3ds for simple "rigid objects moving around" animations. I think Blender's FBX exporter will work, although that file format may be too complicated for your needs.
That said, and assuming you only need simple rigid object movements, you could use .obj for the 3D model shapes and then write a simple Python script to export a file from Blender that has at the keyframes listed, with the frame, position, and rotation for each keyframe. Then load that data in your code and play back those keyframes on the 3D model.
This is an old question and since then some new iOS frameworks have been released such as GLKit. I recommend relying on them as much as possible when you can, since they take care of many inherent conversions like this, though I haven't researched the specifics. Also, while not on iOS, the new Scene Graph technology for OS X (which will likely arrive on iOS) in the future, take all this quite a bit further and a crafty individual could do some conversions with that tool and then take the output to iOS.
Also have a look at SIO2.
I haven't used recent versions of Blender, but my understanding is that it supports exporting mesh animation as a sequence of .obj files. If you can already display a single .obj in your app, then displaying several of them one after another will achieve what you want.
Now, note that this is not the most efficient form to export this type of animation, since each .obj file will have a lot of duplicated info. If your mesh stays fixed over time (i.e. only the vertices move with the polygon structure, uv coords, etc. all fixed) then you can just import the entire first .obj and from the rest just read the vertex array.
If you wanted to optimize this even more, you could compress the vertex arrays so that you only store the differences from the previous frame of the animation.
Edit: I see that Blender 2.59 has export to COLLADA. According to the Blender manual, you can export object transformations, and you can also export baked animation for rigged objects. The benefit for you in supporting the COLLADA format in your iPhone app is that you are free to switch between animation tools, since most of them export this format.

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