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
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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.
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?
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.
Blender has the ability to set a material to Flat or Smooth.
In the Blender exporter for three.js, when I check "Export Normals" to JS model, I always export all materials as Smooth. The exported file is twice bigger.
Is there a way to export models with Flat Shaded and Smooth shaded faces without need to set it manually in three.js ?
There is no flatshading/noshading/smoothshading equivalent in blender. However as few other features (blending, depthwrite, depthtest) it could be proposed in the 'threejs' part of the material pannel.
You could do it yourself by editing the following files in the addon :
constants.py,
__init__.py,
exporter/material.py,
exporter/api/material.py
(copy the way blending types work for example)
You would just pay attention that the blender io-three addon yet has a shading field for materials, used to define phong or lambert materials. You would just have to chose an other name.
Finally you would also have to edit threejs so the JSONLoader can parse the new property you add.
That said, it is a bit longer than setting your materials properties in your code, since you will always need to write material=new THREE.Mesh****Material(properties)...
I'm having some difficulty exporting animated meshes from 3dsmax to Unity3d.
I've succeeded in getting transform animations to export ok, for instance if something is moving. But animated parameters on something dont seem to export, for instance the height of box.
Here are my fxb export settings
I'm guessing they are losing this information when they are turned from boxes to meshes and i must bake the animations on manually somehow but I have no idea how.
Vertex animation is not supported.
Use bones, skin the mesh and animate that way instead.