I have a basic THREE.js scene, created in Blender, including cubes and rotated planes. Is there any way that I can automatically convert this THREE.js scene into a CANNON.js world ?
Thanks
Looking at the Three.js Blender exporter, it looks like it only exports mesh data, no information about mathematical shapes (boxes, planes, spheres etc) that Cannon.js needs to work. You could try to import your meshes directly into Cannon.js, using its Trimesh class, but this would sadly only work for collisions against spheres and planes.
What you need to feed Cannon.js is mathematical geometry data, telling it which of your triangles in your mesh that represent a box (or plane) and where its center of mass is.
A common (manual) workflow for creating 3D WebGL physics, is importing the 3D models into a WebGL-enabled game engine (like Unity, Goo Create or PlayCanvas). In the game engine you can add collider shapes to your models (boxes, planes, spheres, etc), so the physics engine can work efficiently. You can from there preview your physics simulation and export a complete WebGL experience.
Going to post another answer since there are a few new options to consider here...
I wrote a simple mesh2shape(...) helper that can convert (one object at a time) from THREE.Mesh to CANNON.Shape objects. It doesn't support certain features, such as heightmaps/terrain.
Example:
var shape = mesh2shape(object3D, {type: mesh2shape.Type.BOX})
There is a (experimental!) BLENDER_physics extension for the glTF format to include physics data with a model. You could add physics data in Blender, export to glTF, and then modify THREE.GLTFLoader to pass along the physics data to your application, helping you construct CANNON.js objects.
Related
I have a Blender file that contains some curves shapes.
These curves have some shape keys and I'd like to export it to a glTF file to be consumed by Three.js.
The problem is that exported glTF does not include the shape keys animations for the curves.
The glTF 2.0 format supports triangle meshes, lines/edges, and points. It does not directly support curves or NURBS. Blender's glTF exporter does have the ability to export all three primitive types (in recent versions) or to bake static curves and surfaces to meshes, but I don't think that it can bake animations on those curves. I think you would need to do that before exporting from Blender, and I'm not sure how — https://blender.stackexchange.com/ might be the place to ask on that topic.
I'm new to three js but i have managed to make polyhedron with one texture. but with multiple and with caption is somewhat advanced
Applying multiple diffuse textures in three.js requires the usage of multiple materials. THREE.DodecahedronGeometry as well as all other geometry classes derived from THREE.PolyhedronGeometry do no support multiple materials.
If you still want to use such a geometry with multiple materials, you need to define so called group data. But since you are a beginner in three.js, it might be easier to create your mesh in a DCC tool like Blender, export it to glTF and then import it into your application via THREE.GLTFLoader.
three.js R107
I'm trying to load a skinned mesh from blender into a THREE.js scene, but it... looks a little odd:
There is a skeleton that was loaded from the animation only, the mesh modified for the game, and there is a little one that is directly loaded from the three.js ObjectLoader.
It's supposed to look more like this (from blender):
I found it!
when exporting from blender, I modified the number of influences to 4. It appears that some vertices were being modified by more than one bone and therefore when only two influencing bones were exported it distorted.
I have a model of a human body, I am able to load that in threejs with the obj loader. Now after loading the model in threejs I need to do some post-processing like
scaling the length of arm
scaling the length of leg
Is it possible to do that, how can I do that ? I know that obj file store the necessary information to create meshes(i.e. vertices and faces) moreover material information if required. Can we add any extra information to achieve this?
You want to rig your model. You need to define the skeleton, and Three.js can then use "bones" to scale, position and stretch aspects of your mesh. A simple example of a rigged model in three.js is here:
https://threejs.org/docs/#api/objects/SkinnedMesh
Rigging your model in blender is available as a tutorial here: https://www.youtube.com/watch?v=eEqB-eKcv7k&index=15&list=PLOGomoq5sDLutXOHLlESKG2j9CCnCwVqg
Has anyone got any ideas on how to load real terrain data into a three.js scene.
I would like to have a 3D model on a the actual terrain , i.e the elevations and overlayed satellite imagery .
Create scene : ok
Load and animate models : ok
Terrain and satellite imagery : ???
Thanks in advance.
Jon
Three.js has an example on how to make a terrain, so that one's covered.
Regarding the satellite imagery, you'll use that as a texture on your terrain. The only thing that is important is to get the texture coordinates right, so that may end up being tricky.
This blog post gives a good example and its code is available online, too.
If you some how have, or able to calculate, the elevation data of the points needed in grid mode.
You can use plane geometry and javascript xml Loader to load your data to the planes' geometry vertices.
Use any type of material for the plane you need and define the "map" attribute to add the image texture loaded with ImageLoader
If you have random placed elevation data you can use face3 or other type of three.js geometry and an algorithm to create a TIN (triangulated irregular network) to visualize the terrain.
Also you might want to take a look at cesium library and cesium.js documentation as about the geospatial part of the question, about the terrain loading using this three.js method and this osg.js demo.