Can't load the right animation from a 3D model - three.js

I’m trying to execute the animation of a model found on internet.
The expected animation is to have all the fans running. But when I tried to play the animation, it’s just the computer rotating on the X abscissa. I thought maybe its animations are somewhere else, so I logged the animation, and there is an array of tracks with all the fans in it. Being new in threejs I was wondering I'm not really sure how I should manage that, if it's an error from me or from the model itself.
However, when I tried to run the model through gltf-viewer, the model works fine.
I didn't touch anything on the model in my code, I just created a canva, loaded the model and play its animation by using the following lines.
const group = useRef()
const { nodes, materials, animations } = useGLTF('/scene.gltf')
const { actions, names } = useAnimations(animations, group)
useEffect(() => {
actions[names].play()
})
Here is the link of the model if somebody would like to try on its own
3D model

Related

Problem to get correct bounding box around the mesh and raycasting for gltf model with skinnedmesh

The idea is to import a gltf model into my scene and enclose all the children object of it inside a single bounding box. In most of the cases, these works without any issue. But in some cases when some of the children are skinnedmesh, bounding box is not covering all the children.
Please try with Test.glb - Google Drive so you can understand the issue. Even the issue can be seen in Three.js Editor too.
Also I can not raycast it correctly.
Can you please help me to sort out? I have already read about having manual bounding box or/and frustumCulled=false of skinned mesh and I need to load models dynamically sothat can not manually define the Bounding Box.
loader.load(filename,
function (gltf) {
let mgroup = new THREE.Group();
while (gltf.scene.children.length > 0) {
var child = gltf.scene.children[0];
if (child.isObject3D) {
mgroup.add(child);
}
}
scene.add(mgroup);
const aabb = new THREE.BoxHelper(mgroup);
scene.add(aabb);
});

How do I load texture files designed for an FBX model so that the model appears correctly in my ThreeJS scene?

I have been buying animated 3D models from TurboSquid and they fall into two starkly different categories:
Ready to use - I just load the FBX file and it looks fine in my ThreeJS scene
Missing textures - The loaded FBX model looks geometrically fine and the animations work, but all the surfaces are white
I want to know how to load the provided textures using the FBXLoader module. I have noticed that all of the FBX models, which I believe are PBR material based, have this set of files:
*002_BaseColor.png
*002_Emissive.png
*002_Height.png
*002_Metallic.png
*002_Roughness.png
*002_Normal.png
I have these questions:
How would I use the FBXLoader module to load the textures "in the right places"? In other words, how do I make the calls so that the BaseColor texture goes to the right place, the Emissive texture so it goes where it should, etc?
Do I need to pass it a custom material loader to the FBXLoader and if so, which one and how?
UPDATE: I trace through the ThreeJS FBX loader code I discovered that the FBX model that is not showing any textures does not have a Texture node at all. The FBX model that does show the textures does, as you can see in this screenshot of the debugger:
I'll keep tracing. If worse comes to worse I'll write custom code to add a Textures node with the right fields since I don't know how to use Blender to add the textures there. My concern is of course that even if I create a Textures node at run-time, they still won't end up in the proper place on the model.
This is the code I am currently using to load FBX models:
this.initializeModel = function (
parentAnimManagerObj,
initModelArgs= null,
funcCallWhenInitialized = null,
) {
const methodName = self.constructor.name + '::' + `initializeModel`;
const errPrefix = '(' + methodName + ') ';
self.CAC.parentAnimManagerObj = parentAnimManagerObj;
self.CAC.modelLoader = new FBXLoader();
self.CAC.modelLoader.funcTranslateUrl =
((url) => {
// Fix up the texture file names.
const useRobotColor = misc_shared_lib.uppercaseFirstLetter(robotColor);
let useUrl =
url.replace('low_Purple_TarologistRobot', `Tarologist${useRobotColor}`);
return useUrl;
});
// PARAMETERS: url, onLoad, onProgress, onError
self.CAC.modelLoader.load(
MODEL_FILE_NAME_TAROLOGIST_ROBOT_1,
(fbxObj) => {
CommonAnimationCode.allChildrenCastAndReceiveShadows(fbxObj);
fbxObj.scale.x = initModelArgs.theScale;
fbxObj.scale.y = initModelArgs.theScale;
fbxObj.scale.z = initModelArgs.theScale;
self.CAC.modelInstance = fbxObj;
// Set the initial position.
self.CAC.modelInstance.position.x = initModelArgs.initialPos_X;
self.CAC.modelInstance.position.y = initModelArgs.initialPos_Y;
self.CAC.modelInstance.position.z = initModelArgs.initialPos_Z;
// Create an animation mixer for this model.
self.CAC.modelAnimationMixer = new THREE.AnimationMixer(self.CAC.modelInstance);
// Speed
self.CAC.modelAnimationMixer.timeScale = initModelArgs.theTimeScale;
// Add the model to the scene.
g_ThreeJsScene.add(self.CAC.modelInstance);
// Don't let this part of the code crash the entire
// load call. We may have just added a new model and
// don't know certain values yet.
try {
// Play the active action.
self.CAC.activeAction = self.CAC.modelActions[DEFAULT_IDLE_ANIMATION_NAME_FOR_TAROLOGIST_ROBOT_1];
self.CAC.activeAction.play();
// Execute the desired callback function, if any.
if (funcCallWhenInitialized)
funcCallWhenInitialized(self);
} catch (err) {
const errMsg =
errPrefix + misc_shared_lib.conformErrorObjectMsg(err);
console.error(`${errMsg} - try`);
}
},
// onProgress
undefined,
// onError
(err) => {
// Log the error message from the loader.
console.error(errPrefix + misc_shared_lib.conformErrorObjectMsg(err));
}
);
}

Adding different animations to existing mixamo FBX models three.js

I have copied code for loading an animation (dancing twerk from mixamo) onto an existing fbx model (Douglas from mixamo) from the tutorial here https://www.youtube.com/watch?v=8n_v1aJmLmc but it does not work, as SimonDev uses version 118 of three.js whilst I am using version 128.
const loader = new FBXLoader();
//load model
loader.setPath('../models/characters/');
loader.load('Douglas.fbx', (fbx) => {
//scale the model down
fbx.scale.setScalar(0.0115);
/*
fbx.traverse(c => {
c.castShadow = true;
});
*/
//animate character
const anim = new FBXLoader();
anim.setPath('../models/characters/animations/');
anim.load('Twerk.fbx', (anim) => {
this.walkMixer = new THREE.AnimationMixer(anim);
//creates animation action
const walk = this.walkMixer.clipAction(anim.animations[0]);
walk.play();
});
this.object.add(fbx);
});
This is in my update function
//animation
if (this.walkMixer) {
this.walkMixer.update(this.clock.getDelta());
}
The animation worked previously when it was the same model with the animation, and with gltf, but I am trying to separate the model and animation, so that I can apply different animations from mixamo.
My code does not load the animation at all and he simply stands in a T-pose. I do not know what the current code for loading a separate animation from mixamo onto a current fbx model is. I would like to know how, as I would like to load and play multiple animations onto the same model.
I managed to sort it out-> it was due to me having multiple imports of three.js

JeelizFaceFilter and THREEJS issue with gltf and texture models

Goal
I'm stuck since yesterday with an issue on modifying a JeelizFilterFace example. My goal is to create my own filters, so I started the the luffy's hat tutorial, which explains that : https://jeeliz.com/blog/creating-a-snapchat-like-filter-with-jeelizs-facefilter-api-part-1-creating-your-first-filter/
Quick description of the problem
My problem is simple : I can't have the glTF example working with glTF models. It always show me a black shape, without the texture.
Details of the problem
The tutorial explains that the model have to be generated with a Blender exporter addons, in order to create the json file which is the model. But the Blender exporter is not supported anymore.
This is why I try to use ThreeJS with the GLTF loader (which is the best solution according to all the tutorials).
My problem is that I can't see any texture on any of my models, when I load it with JeelizFaceFilter/Threejs. I only have the black shape.
Here is what I did :
First, I did all the tutorial to be sure I can run the FilterFace tool, except for the exporting model from Blender part. So, I just copied the exported resources from the Jeeliz repo. The FilterFace works well : the hat is visible, with the texture and I can play with the THREEJS params.
Because I couldn't export the JSON from blender, i wanted to try to use the GLTF 2.0 model, I tried this model, which is working in the gltf-viewer tool (see picture below) : https://s3.eu-west-3.amazonaws.com/com.julianlecalvez/LuffysHat.zip
So far everything seems ok, but when I try to use this glTF loader example in the glTF demos (https://github.com/jeeliz/jeelizFaceFilter/tree/master/demos/threejs/gltf_fullScreen), it displays my hat in black. I have the good shape, but no texture (or no light?). I just replaced the model URL in this file. And I'm not even sure that the default model (the helmet) is displaying any texture.
I tried with a model from SketchFab, and I have the same : Black shape, no texture.
I put here the code to init the view, when I was trying to redo it outside of the demo file :
let init_view = function(spec) {
const threeStuffs = THREE.JeelizHelper.init(spec, null);
const SETTINGS = {
gltfModelURL: 'objects/luffys_hat_gltf/luffys_hat.gltf',
offsetYZ: [1,0],
scale: 2.2
};
// const loader = new THREE.GLTFLoader();
const gltfLoader = new THREE.GLTFLoader();
gltfLoader.load( SETTINGS.gltfModelURL, function ( gltf ) {
gltf.scene.frustumCulled = false;
// center and scale the object:
const bbox = new THREE.Box3().expandByObject(gltf.scene);
// center the model:
const centerBBox = bbox.getCenter(new THREE.Vector3());
gltf.scene.position.add(centerBBox.multiplyScalar(-1));
gltf.scene.position.add(new THREE.Vector3(0,SETTINGS.offsetYZ[0], SETTINGS.offsetYZ[1]));
// scale the model according to its width:
const sizeX = bbox.getSize(new THREE.Vector3()).x;
gltf.scene.scale.multiplyScalar(SETTINGS.scale / sizeX);
// dispatch the model:
threeStuffs.faceObject.add(gltf.scene);
});
// CREATE THE CAMERA
THREECAMERA = THREE.JeelizHelper.create_camera();
}

how to implement complex models in aframe

I'm pretty new to aframe and the ECS-modeling technique, so I probably didn't fully grasp how the architecture should be used.
I want to model something like a robotic arm: in a simplified version that is a base, on top of that a rotator and the arm itself. The model is loaded from a single json-file and consist of several nested objects for the different parts.
How would something like this be implemented in aframe if I want to be able to control the different degrees of freedom independently (which means setting object.rotation-values on the different childs of the object itself)?
One thing I thought of was to implement the loading of the model-file as one component and each degree-of-freedom as a seperate component. So basically something like this:
<a-entity robot-model="..." base-rotation="123" arm-pitch="10" />
Or would it be a better way to use registerPrimitive for something like this?
My first take on it looks like this:
registerComponent('robot', {
schema: {type: 'asset'},
update() {
// - load and parse model using THREE.ObjectLoader
// - once ready, assign property this.parts with the various
// parts of the robot-arm
}
});
registerComponent('dof-1', {
schema: {type: 'number'},
dependencies: ['robot'],
init() {
this.robot = this.el.components.robot;
},
tick(t, dt) {
if (!this.robot.parts) { return; } // not ready yet
// update values (left out here: acceleration etc)
this.robot.parts.dof1.rotation.x = this.data;
}
});
// more parts / dof implemented likewise
I'm assuming you've already created and rigged a 3D model using software like Blender, Maya, or Cinema4D. If not, the article Animation from Blender to three.js is a good starting point.
Once you've done that, you can import the model into A-Frame with any format that supports skinning/rigging. THREE.ObjectLoader (.json) or THREE.GLTFLoader (.gltf) are good options, and there are already A-Frame components that wrap these loaders. Assuming you're using JSON and the object-model component from A-Frame Extras, you could do:
<a-entity object-model="src: url(my-model.json)"></a-entity>
At this point you should see a model in the scene, without having written any JavaScript, but it won't be animating yet. If you know what animation you want up front, you can create the animations in keyframes or morph targets using the same modeling software: Blender, Maya, or Cinema4D. Assuming you included the animations when you exported the model, you can use the animation-mixer component (also from A-Frame Extras) as follows:
<a-entity object-model="src: url(my-model.json)"
animation-mixer="clip: *;"></a-entity>
This will play all animations at once. You could use a clip name, instead of *, to play a specific animation.
If your animations need to be computed at runtime, and can't be baked into the model, you'll need to write a custom component. This gets complicated quickly, but the basics aren't too bad:
<a-entity object-model="src: url(my-model.json)"
custom-animation></a-entity>
And the JS:
AFRAME.registerComponent('custom-animation', {
tick: function (t, dt) {
var mesh = this.el.getObject3D('mesh');
// With complex models, you may need to loop over `mesh.children`
// in case the mesh you want to animate is a child of another
// object in your model file.
if (!mesh || !mesh.isSkinnedMesh) { return; }
mesh.traverse(function (node) {
if (node.isBone && node.name === 'arm') {
node.rotation.x += dt * Math.PI / 1000;
}
});
}
});

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