I have an issue with streched model, nothing seems to help and I didn't tinker with the model, mine looks like this:
while it really should be looking like this (from blender):
or like this (from gltf viewer):
I think something is making my GLTF model strech a little bit, and so it looks odd, what could cause it?
Related
I imported a the duck model from here:
https://github.com/mrdoob/three.js/tree/master/examples/models/gltf/Duck
It looks great when I place it in my scene it, but when I did a .clone() on it, it got all fuzzy.
I tried various "deep cloning" routines and either got errors or it just didn't make a difference. (I left the cloning code in my fiddle, it's commented out, but you can see what I tried.)
Here's the fiddle:
https://jsfiddle.net/gilomer88/w459L7kx/69/
(Attempts at deep-cloning are on lines 186-194)
Turns out the tutorial I was using made no mention of having to set the render's SIZE... once you do that, everything works out and looks the way it should.
Voila.
I want to use my 3dsmax model into three.js but it does not work at all. I tried to convert my model to any appropriate format and then use it in three.js in many way, but I had no succeed.
any help would be appreciated
My 3dmax model is here.
So I downloaded a rigged model for 3DS Max and it had something I'd never seen before. Bones as globes and rings floating outside the mesh for easy access and convenience instead of having to constantly access the object hierarchy or switch between layers to make sure everything is animating properly. How do I set up a model like this, or change a model rigged with regular lines between points as bones into a model like this?
Rigged model with bone "helpers?"
I see you are new here, but this website is for purely programming related questions. How to use any particular software is not the focus of this particular website.
I would suggest you take 3dsmax questions to cgtalk.com or perhaps as well to autodesk's own support website. Hm... looks like their old website for discussion forums, www.the-area.com doesn't work anymore. But I found this link: http://forums.autodesk.com/t5/3ds-max/ct-p/area-c1
Based on webgl_loader_collada and webgl_loader_collada_skinning,
I tried to load my own basic collada simple model.
But the result is : the animation is too fast.
When I load the example collada models (avatar and monster), the speed is normal and their animation is also on 250 frames or less.
So i don't know what is wrong with my own model.
Here is my project
On page.html you can see the result and if you want all the files, you can download pack.7z.
Thank you for your attention.
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.