Blender "importer not included" error - three.js

I'm trying to import a simple scene from blender in three.js. I'm following this tutorial for setting up the importer:
http://benchung.com/lesson-2-importing-model/
Now the issue is in step 3, right in front of the human figurine (inside the yellow rectangle) I'm getting an error sign that says "importer not included". I think I did everything right but Im getting this error. What am I doing wrong or missing to see this error
UPDATE: I also followed the three.js on github. For the new version of three.js the file name and structure has changed. But even now I'm having the same issue

I am not sure when you are saying ' I also followed the three.js on github' if you are talking about three js lib or the blender exporter.
If you haven't already, download this exporter and follow the steps. I did this 1 week ago and it works fine on Windows. Later when you export from blender to json format, don't forget to check the 'face materials' checkbox and uncheck the checkboxes in Scene

Related

Export actions from Blender action editor to ThreeJS

On linux, i'm using:
the last vestion of Blender (2.79b)
the last version of ThreeJS (r95).
With Blender, i created a very simple rigged mesh and created several actions with the "Action Editor".
I would like to export to ThreeJS and be able to animate my character by calling the actions by their name.
I haven't found a clear tutorial on this subject on the internet regarding the latest versions of ThreeJS.
More over, i installed the Blender exporter, but when i want to load the json file,i get an error "three.min.js:737 THREE.JSONLoader: /public/scene/dae/r91/robot.json should be loaded with THREE.ObjectLoader instead."
Does anyone have a good tutorial to suggest for my case? Thanks.
The three.js JSON exporter has several bugs (like three.js#6326) related to exporting multiple animations.
As an alternative, you can use Blender to export to glTF, then load with THREE.GLTFLoader.
https://github.com/Kupoman/blendergltf
KhronosGroup/glTF-Blender-Exporter (experimental support for multiple animations here)

Animation in THREE.js via collada

I have been trying to export a skeletal animation, from Maya 2013 to THREE.js for quite some time, and I haven't seen this exact issue come up yet...
After getting frustrated for it not working. I resorted to copy and pasting the monster example then placing it with my model, my model has lost its animations. :( I baked them and everything when I exported in FBX-DAE.
I do get a warning but i don't know if it matters:
could not find transform "visibility" in node joint1.
Have you tried the OpenCOLLADA exporter?
There's a new project under way that might be of interest to you. Export path would be Maya > OpenCOLLADA > gltF > Three.js
Here's the glTF loader for Three.js:
https://github.com/KhronosGroup/glTF/tree/master/loaders/threejs
Do you have to have it in a Collada format? How about if you could export an animation from Maya directly to .JS?
You might be aware that THREE.js comes with an exporter for Maya, but it only works for static models. I have created an updated version that also supports exporting rigged and animated models. It doesn't require any intermediate steps: it just outputs straight to a .JS file. We have a pull request to integrate the updated exporter with the THREE trunk, but if you want to get the new and improved exporter immediately you can get it from this repository: https://github.com/BlackTowerEntertainment/three.js/tree/maya_animation_exporter. The exporter files are in utils/exporters/maya.
Hope this helps.

Three.js Example code, from StackOverflow, not working

I copied and pasted the Three.js code given here into an HTML file and downloaded the three.js package from the website, and configured the <script> tag to point to the location of the file three.min.js.
Nonetheless, when I open the HTML file, it displays a blank white screen.
What am I missing?
well I tryed the exact same thing and I'm seeing the wireframe cube rotating on screen. A few things to try.
1) drop the three.min.js right in the root folder and copy/paste the example code again without any alterations.
2) did you get the three.min.js from the zip package under the build directory? Or did you navigate the git repo and copy/paste it? If copy/paste was used be sure to click the "Raw" button to get the code without the wrapper HTML.
3) try the latest Firefox or Chrome browsers first. If it works there but not in say Safari, there are a few steps you need to take to enable WebGL in Safari first.
4) your video card may be blacklisted due to driver incompatibilities.
If none of these help, then post up the code, where you got the Three.js package, what browser and video card your using and I'll see what else I can do to help :)
I had the same problem. Windows hides the file extensions by default. I change it in folder options and it worked.

Issues importing animated models from Maya to Blender and then to three.js?

I have a simply question and hopefully someone can answer this. I need to get an animated model into three.js from Maya. I know currently the only exporter/ converter to the three.js JSON format that supports animations is the blender plugin. Unfortunately, my company works with Maya and Blender doesn't take FBXs. I already figured out that in order to do what I need to do, I need to export out of maya a Collada, import the Collada into Blender, then export out to three.js using the plugin.
But here is my problem. When importing the dae file from maya, I get an error:
Sax FWL Error: Could not resolve sid "**" referenced in skin controller.
for each bone in the rig and nothing is connected properly.
I also tried exporting the fbx from other Autodesk applications but each one gives me the same errors.
Anyone know either how to resolve this error or another way to get a Maya animated rig into blender without error.
It may not answer your question but this two animations from the three.js repository use collada .dae format instead of JSON format supported by the ColladaLoader.js:
http://threejs.org/examples/webgl_loader_collada.html
http://threejs.org/examples/webgl_loader_collada_keyframe.html
I have created an updated version that also supports exporting rigged and animated models. It doesn't require any intermediate steps: it just outputs straight to a .JS file. We have a pull request to integrate the updated exporter with the THREE trunk, but if you want to get the new and improved exporter immediately you can get it from this repository: https://github.com/BlackTowerEntertainment/three.js/tree/maya_animation_exporter. The exporter files are in utils/exporters/maya.

How to render with yafaray on mac osx

I've installed wings 3d on mac osx and I'm loving it. The problem is I can't do any fancy renderings. I've downloaded and installed YafaRay-0.1.0.305-OSXintel10.5 and I can't seem to get it to work.
The wings3d manual states that on mac os you export the xml file from wings 3d, but you make the rendering from Terminal, calling yafaray with the path to the generated xml as an argument.
I expected to find yafray or yafaray using locate, but I couldn't. I found yafaray-xml in /usr/local/bin
Just for testing I exported a cube in a file called box.xml
Initally I got a loads of scene tag related errors:
warning: expected </scene> tag!
Bus error
Then I removed the tag from the xml and tried again, and I got
?m?setting up scene...specify a camera!!
Anyone know how to render with yafaray from terminal on macosx ? Or how to setup a ray tracer for wings 3d on mac osx ?
Got it working now!
yafaray is a rewritten version of yafray and the xml structure is different, so wings3d is outputting the wrong xml.
I found an xml structure that worked here. I just adapted the mesh node to one of my own meshes and I got a render from terminal.
Also if anyone is interested in the official specs here they are.
The handy user guide can be found here.
I tried using blender and blender 248.1 keeps crashing when I select the yafaray xml script from the render menu. blender 245.15 on the other hand crashed a few times first, but now I can render without any crashes. The only glitch is that after each render the ui freezez, so I need to CMD+Tab to another app and back to get around that.
Hope this might help anyone else having similar issues.

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