How to Play Three.js FBX animation on mousewheel frame by frame? - three.js

Hey I am loading a FBX animation through three.js, what I want is to play the animation on mousewheel scroll.
Something like this : https://www.youtube.com/watch?v=5027BSayqC4

I have successfully done that below is the code:
function onMouseWheel( event ) {
event.preventDefault();
if(event.deltaY > 1){
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() * 1 );
}
} else {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() * -1 );
}
}
}
Here is the working file https://jsfiddle.net/baxshzrm/1/

Related

Three.js clone FBX with animation

I can’t seem to be able to clone an FBX model (FBX downloaded from Mixamo) while retaining animation keyframes.
Have attempted a number of approaches including using the cloneFbx gist (included in the example below); all to no avail. Even placing the entire FBXLoader() function inside a loop does not work as expected since only one of the models will animate at a time.
This issue has been partially addressed here, but I cannot seem to ‘copy’ the animation sequence as answer suggests.
Can anyone point out where I’m going wrong?
Here's a rough example of one of my tests:
Load fbx model and store animation:
var loader = new THREE.FBXLoader();
loader.load( 'models/Walking.fbx', function ( fbx ) {
clip = fbx.animations[ 0 ];
// createVehicle(fbx); // Works! Creates one animated model via FBX
// cloneFbx via: https://gist.github.com/kevincharm/bf12a2c673b43a3988f0f171a05794c1
for (var i = 0; i < 2; i++) {
const model = cloneFbx(fbx);
createVehicle(model);
}
});
Add mixers and actions based on stored clip, add model to scene:
function createVehicle(model){
model.mixer = new THREE.AnimationMixer( model );
mixers.push( model.mixer );
var action = model.mixer.clipAction( clip );
action.play();
model.traverse( function ( child ) {
if ( child.isMesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
});
const x = Math.random() * groundSize - groundSize/2;
const z = Math.random() * groundSize - groundSize/2;
model.position.set(x, 0, z);
const vehicle = new Vehicle(model, x, z);
vehicles.push(vehicle);
scene.add( model );
}
Animation cycle:
if ( mixers.length > 0 ) {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ 0 ].update( clock.getDelta() );
}
}
Couldn’t figure out an elegant solution to this. Best I could come up with is creating a loop with the loading sequence inside of it; this is very slow (since the FBX has to be parsed each time).
The key here was having an animation mixer controlling the animated objects as a group as opposed to creating a mixer per animated object.
If anyone can figure out a better solution, I would be super keen to hear it (perhaps using the cloneFbx script properly).
Create mixer, load FBX:
// Create mixer to run animations
mixer = new THREE.AnimationMixer( scene );
// Load fbx
var loader = new THREE.FBXLoader();
for (var i = 0; i < 5; i++) {
loader.load( 'models/Walking.fbx', function ( fbx ) {
mixer.clipAction( fbx.animations[ 0 ], fbx )
.startAt( - Math.random() )
.play();
createVehicle(fbx);
});
}
Create class instances, add to scene:
function createVehicle(model){
const x = Math.random() * groundSize - groundSize/2;
const z = Math.random() * groundSize - groundSize/2;
model.position.set(x, 0, z);
const vehicle = new Vehicle(model, x, z);
vehicles.push(vehicle);
scene.add( model );
}
Draw cycle:
mixer.update( clock.getDelta() );
I found out that SkeletonUtils.clone() works good for me.
https://threejs.org/docs/index.html#examples/en/utils/SkeletonUtils.clone

Triggering a Lottie animation onScroll

im currently building a website using fullpage js and lottie animations. Now im trying to trigger an animation when the user scrolls to the section with the animation. Here is what i tried:
(please note that im very new to js)
$(document).ready(function($) {'use strict';
$('#fullpage').fullpage({
sectionsColor: ['white', '#004E8A', 'white','#004E8A', 'white', '#004E8A',
'white','#004E8A', 'white'],
anchors:['startseite','pers_vermittler','team','konzept','rechner','mod_portfolio','sicherheit','absatz'],
onLeave: function(index, nextIndex, direction) {
if( index == 3 && direction == 'down' ) {
lottie.play('k2an');
}
(at the end of the body section ->)
<script>
var params = {
container: document.getElementById('k2an'),
renderer: 'svg',
loop: true,
autoplay: false,
path: 'k2an.json',
};
anim = lottie.loadAnimation(params);
You should be using fullPage.js callbacks to fire your JS animations.
See the example:
$('#fullpage').fullpage({
anchors: ['firstPage', 'secondPage', 'thirdPage', 'fourthPage', 'lastPage'],
afterLoad: function(anchorLink, index){
var loadedSection = $(this);
//using index
if(index == 3){
alert("Section 3 ended loading");
}
//using anchorLink
if(anchorLink == 'secondSlide'){
alert("Section 2 ended loading");
}
}
});
Feel free to also check my video tutorial on how to create animations using fullPage.js state classes.
Right now im using this approach on a couple production sites. It plays the animation as the user scrolls.
I basically check how much of the animation objects box is visible in the viewport, calculate the total length of the animation (in frames) and then project the percentage to a frame where i gotoAndStop().
var anim = <YOUR LOTTIE ANIMATION OBJECT>
// play around with these
var speed = 1; // speed of animation
var scrollOffset = 0; // start animation sooner / later
function scrollHandler() {
if (!anim.isLoaded) return;
p = percentageSeen(e) / 100 - (scrollOffset || 0);
if (p <= 0 || p >= 1) return
var length = anim.totalFrames / anim.frameModifier;
var pos = length * p * (speed || 1);
anim.goToAndStop(pos);
}
$(window).on('scroll', scrollHandler);
/**
* returns percentage of scrolling element through viewport
* 0% until element-middle is at bottom of viewport
* 100% if element-middle is at top of viewport
*
* #param id
* #returns {number}
*/
function percentageSeen(idOrElement) {
var $element;
if (typeof idOrElement === 'object') {
$element = idOrElement;
} else {
$element = $('#' + id);
if (!$element[0]) return 0;
}
var $win = $(window), viewportHeight = $(window).height(),
scrollTop = $win.scrollTop(),
elementOffsetTop = $element.offset().top,
elementHeight = $element.height();
if (elementOffsetTop > (scrollTop + viewportHeight)) {
return 0;
} else if ((elementOffsetTop + elementHeight) < scrollTop) {
return 100;
} else {
var distance = (scrollTop + viewportHeight) - elementOffsetTop - (elementHeight / 2);
if (distance < 0) return 0;
var percentage = distance / (viewportHeight / 100);
if (percentage > 100) return 100;
return percentage;
}
}
If you want to only start the animation and let it run (independently of further user-scrolling-behaviour), just use the jquery inview plugin, disable autoplay on your animation and trigger the play() once like this:
$(".animation-container").one("inview", function() {
anim.play()
});

How to do PerspectiveCamera panning with Left mouse button in Trackball controls (r87)?

By default, Camera panning is with right mouse button
Control.panSpeed = 1.5;
but I want it to work in left mouse button. How to set this?
This requires an easy modification to the trackball code.
If you look at TrackballControls.js, the very beginning details the keycode-correlated state machine (source code):
THREE.TrackballControls = function ( object, domElement ) {
var _this = this;
var STATE = {NONE: -1, ROTATE: 0, ZOOM: 1, PN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PANE: 4};
this.object = object;
this.domElement = ( domElement !== undefined ) ? domElement : document;
// API
this.enabled = true;
this.screen = { left: 0, top: 0, width: 0, height: 0 };
Which is related to the keydown() function further down (source code):
function keydown( event ) {
if ( _this.enabled === false ) return;
window.removeEventListener( 'keydown', keydown );
_prevState = _state;
if ( _state !== STATE.NONE ) {
return;
} else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && ! _this.noRotate ){
_state = STATE.ROTATE;
} else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && ! _this.noZoom ){
_state = STATE.ZOOM;
} else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && ! _this.noPan ){
_state = STATE.PAN;
}
So, I haven't had a chance to test this, but you should be able to change PAN in line 11 from 2 (the keycode for Right Click) to 0 (Left Click) or any other keycode you want. Remember to change ROTATE as well to avoid the bug-prone directive of rotating and panning at the same time.
EDIT: per #TheJim01's helpful correction, the actual click event triggering actually happens in function mousedown( event ) on line 393 of the script. event.button corresponds to the respective number in the state machine. Sorry about the confusion.

Texture Dispose Not Working in Three JS release 73

texture.dispose() doesn't seem to work in r73 but works fine in r75. What should I do to get it up and running on r73.
It doesn't either work in r77.
When using texture.dispose() the dispose normally should call onTextureDispose :
function onTextureDispose( event ) {
var texture = event.target;
texture.removeEventListener( 'dispose', onTextureDispose );
deallocateTexture( texture );
_infoMemory.textures --;
}
but it does not. Dont know if its a bug or something but in order to deallocate the texture I had to do a material.map.dispose() while I was clearing the scene (so to prepare for other texture to be inserted in the scene).
For example:
var clearScene = function(){
stopAnimate();
if(scene && scene.children.length>0){
for( var i = scene.children.length - 1; i >= 0; i-- ) {
if( scene.children[i] instanceof THREE.Sprite ){
if( scene.children[i].material.map ) scene.children[i].material.map.dispose();
}
if( scene.children[i] instanceof THREE.Mesh ){
if( scene.children[i].material.map ) scene.children[i].material.map.dispose();
}
scene.children[i].material.dispose();
scene.remove(scene.children[i]);
scene.children.splice(i,1);
}
}
};
Note: by using just:
scene.children[i].material.dispose();
the Textures of a material don't get disposed according to the documentation. http://threejs.org/docs/#Reference/Materials/Material
Hope that helps you.

visibility of LOD DAE object in Three JS

i'm trying to use the THREE.LOD object in my ThreeJS scene. i've been inspired by http://threejs.org/examples/webgl_lod.html
But I wanted to push the idea further and use DAE model (using this loader : http://threejs.org/examples/webgl_loader_collada.html)
Problem is i can't switch the visibility of the lod level. First, i tried an automated one in my Render function (based on distance to camera, found in the example):
this.m_Scene.traverse( function ( object ) {
if ( object instanceof THREE.LOD ) {
object.update( that.m_Camera );
}
} );
As it wasn't working (All my lod were displayed at the same time). I try something more manual. and it appears the Object3D.visibility attribute isn't really used by the renderer, or not inherited by children.
As far as I understand, this attribute is for meshes. But i'm not sure it's checked at render time.
So this doesn't work as expected:
var LodTemporaryObject = new THREE.LOD();
function LoadLod1()
{
//TEST COLLADA LOADER
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load(Lod2Path, function ( collada ) {
dae = collada.scene;
dae.scale.x = dae.scale.y = dae.scale.z = 0.1;
dae.updateMatrix();
dae.visible = false; //THIS HAS NO EFFECT
LodTemporaryObject.addLevel(dae,100);
AddLodToScene(LodTemporaryObject ); //where the lod is added to the threeJS scene object
} );
}
so question : how do I actually set (in)visible any Object3D or subScene ?
EDIT: The answer below is outdated. Visibility is now inherited. See, for example, Show children of invisible parents.
three.js r.71
Visibility is not inherited by children with WebGLRenderer.
The work-around is to use a pattern like so:
object.traverse( function( child ) {
if ( child instanceof THREE.Mesh ) {
child.visible = false;
}
}
three.js r.64
Thx to WestLangley answer above, i came up with an recursive solution to my problem:
first, a recursive function to update visibility of children to match the parent's:
function SetChildrenVisible(parent)
{
if(parent instanceof THREE.Object3D)
{
for(var i = 0; i< parent.children.length; i ++)
{
parent.children[i].visible = parent.visible;
SetChildrenVisible(parent.children[i]);
}
}
}
then in my render loop:
this.m_Scene.traverse( function ( object ) {
if ( object instanceof THREE.LOD ) {
//save all lodLevel state before updating
var oldVisible =[]; object.visible;
for(var i = 0; i< object.children.length; i++)
{
oldVisible.push(object.children[i].visible)
}
//Update Lod
object.update( that.m_Camera );
//Check for changes and update accordingly
for(var i = 0; i< object.children.length; i++)
{
if(oldVisible[i] != object.children[i].visible )
{
SetChildrenVisible(object.children[i]);
}
}
}
} );
Goal is to only update object whose attribute changed.

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