Blender exports a three.js animation - bones rotate strangely - animation

I'm currently trying to export an animated blender model to three.js using the exporter of three.js (github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/addons).
I've created a model including bones and weights and a tiny animation.
The problem I have: The model gets broken. Somehow the bones don't rotate around their origin but around the origin of the root bone. Moving the bones manually does not make a difference.
I followed these tutorials:
devmatrix.wordpress.com/2013/02/27/creating-skeletal-animation-in-blender-and-exporting-it-to-three-js/
dev.mothteeth.com/2012/10/threejs-blender-exporting-skeletal-animations/
I have:
Deleted the Armature
Checked the Vertex Groups
Keyed all bones in the first and last frame.
I've been to pretty much every thread I could find on github and stack overflow. These seem to be the main issues for these errors. But I guess I still miss any point. :(
I have uploaded all files including the blender files and exported animation.
http://www.file-upload.net/download-8068001/forum-files.rar.html
Any suggestions?
Thanks a lot in advance.

The problem was that the location/rotation/scale were not reset before exporting the model.
Before You export Your model, select the mesh and press CTRL+A and select location. Repeat for rotation and scale, then select the armature and do the same. Now it works.

I've downloaded both the tutorial package and your code. The code aspect looks fine. So looking over the model I see that your vertex groups are not well defined. When I select the Left_collarbone bone, left_upperarm, left_lowerarm I seem to be getting vertices from parts of the torso, head, etc... in the mix. I suspect that what your seeing with your funky shoulder stretch animation is that the collarbone is part of some other groupings and when exported the "weights" of the mesh are confused causing the bone to pull badly on the mesh. Try cleaning up the vertex groups and see if that helps. #lukasz1985 has the right idea, nice one! +1
P.S. Thanks for the link to the cool animation tutorials for Three.js :)

I had an issue where calling THREE.GeometryUtils.center(geometryWithBones) on a the newly imported geometry would make all the skinning look very strange. Getting rid of that fixed things.

Also make absolutely sure, that the three.js blender exporter is not set to to align your model in any way. (I had it set to "center" and it took me 4 hours to figure out why my bones rotate around some spot that was NOT the spot they rotate around in blender.)

Related

three js import .obj - mesh showing incorrectly

I've exported 3d object as a .obj and it's showing up with the right end a bit messed up. I also tried a .fbx with the same results. Attached are some images of what is going on.
How can I fix this? It seems like it may be a flaw in the 3d object itself although if I re import the .obj (or .fbx) into blender it's fine (blender probably renders around simple issues)
Blender
WebGL (three.js)
From the beginning I figured this was a mesh issue. Three.js seems to be connecting all vertices of a mesh to each other, or something. Anyway, I decided to try splitting up the face with the knife tool. While I'm sure there is a better way, this works for now:

Why is blender rigged animation distorted when exported as GLTF?

I created an animation in Blender with armature rigging. When I test it in Blender by pressing Alt-A, it works perfectly fine. However, when I export it as a .glb using the KhronosGroup GLTF exporter, the resulting animation is distorted (e.g., limbs are disconnected and moving in a weird way).
Why is this happening (and how can I fix it)?
For the past two days, I have been trying solutions from similar questions (such as applying location/rotation/scale with Ctrl-A, or deleting the Armature modifier on the mesh) but none of them have worked for me.
Links:
Here is a link to a screen-recording of what the animation should look like (this is me playing it in Blender):
https://github.com/kylejlin/hosting-for-my-stackoverflow-questions/blob/master/correct-animation.mov
Here is a link to a screen-recording of what the animation actually looks like (this is me testing the exported .glb in the browser with Three.js):
https://github.com/kylejlin/hosting-for-my-stackoverflow-questions/blob/master/distorted-animation.mov
Here is the .blend file:
https://github.com/kylejlin/hosting-for-my-stackoverflow-questions/blob/master/soldier.blend
Here is the exported .glb file:
https://github.com/kylejlin/hosting-for-my-stackoverflow-questions/blob/master/soldier.glb
I looked at your setup a bit more.. I see you have a few IK bones that are partially driving the animation. Those won't translate correctly, and will have to have the IK baked into the animation. I also investigated the mirror modifier and realize the problem there.. to get the mirrored object to export, you have to click the "apply modifiers" checkbox, but that ALSO applies the Armature modifier, which distorts the mesh so you get the wrong mesh out. To fix that you have to apply the mirror modifier manually in blender, then export Without "apply modifiers" checked. Once you do that, and once you bake the IK into the animation, you might get it to work.
I've done the IK baking in the past but forget exactly how it works, but here's a starting point: https://blenderartists.org/t/bake-ik-to-fk/587226
fwiw Here is the .glb when I pre-applied the mirror modifier.. notice the arms animate correctly now, but the legs/feet are still screwy because of the IK. I didn't figure out how to bake that yet...
https://drive.google.com/open?id=1zeA-mMirOWYZHlzdURqNnykgh_g10kbr
Set Object's transformation values:0 before Rig.

Sketchup to Blender to Animated GLTF into Cesium nightmare

I would be grateful for some suggestions for best best practice.
I am a proficient user of Sketchup for a dozen years. I can make my way around blender.
I have a need to model a wind turbine which ends up in gltf and imported into cesium with animated blades and orientation (ie. two animations).
Over the last couple of weeks I have learnt how to animate the blades in the correct plane in blender at appropriate revolution speed. I now have an animated model ready for export with seemingly good structure / hierarchy of parts.
If I export to fbx the blade rotation is correct but materials and textures are missing. Plus I can't migrate it to Gltf as every option I try fails.
If I use the gltf exporters from Khronos when running the animation the blades disappear altogether. If I use the other gltf exporter the blade angle gets corrupted (unlike fbx) and no animation survives the export. If I import the fbx back into blender the model is intact (except no materials) and the rotation works as exported. If I export as Collada / dae the blades drop from the top of the model to the bottom and there is no animation.
I have played hours of videos, searched and read endless Web pages but after weeks of effort I have failed to get anywhere near my goal - an animated gltf that I can import into Cesium.
Every step of the way is plagued by imponderable next steps to fix the problem. I have run out of puff.
I would be hugely grateful for some best case suggestions on doing something which seems like it should be simple but simply isn't.
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I've been working with an animator to help with my game. The animations all work fine using morph targets, but the file size just gets way too large. Skeletal animations are the answer. We've spent a week working to get the animations exported from blender correctly.
After reading many many articles we were able to get basic animations working correctly. I make sure to set the armature to rest pose and export on the first frame and all that, but the more complicated animations are off.
You can see in this example here (click to cycle animations):
http://www.titansoftime.com/beta/animation2.html
My animator said the problems are related to bone constraints using his controllers. He said his technique is called "Inverse Kinematics".
Anyone have any ideas?
I have found the answer. For one you can not scale the geometry in the json loader (however you can scale the mesh object once created).
The main thing is that my animator was using inverse kinematics, which apparently three.js does not play nice with.

Three.js shadow map stripes in each light (now simplified, and with jsfiddle!)

I'm trying to create, modify and update (directional only for now) lights and shadowmaps dynamically. The light, shadow and shadow camera helper gets updated correctly as I move the light around or change shadow properties, except from the light's point of view, everything behind the origin (0,0,0) is shadowed for no apparent reason.
Screenshots:
http://i.imgur.com/n4AHvle.png
http://i.imgur.com/l0uaZHD.jpg
http://i.imgur.com/brKwCof.jpg
http://i.imgur.com/a6dqMGo.jpg (new, with spotlight)
You can see a scene with car and a piece of ground, they belong to a geometry imported with ColladaLoader. The problem is with shadowmapping, the car throws shadow correctly, but there are stripy shadows on the ground even though there is nothing else than the car obscuring light.
If I add more similar lights, they also have the same 4 stripes. They also appear with spotlight. If I change shadow map resolution, the stripes' size changes relative to each other, but there seems to be always four of them, spaced from center to both directions.
EDIT: JSFiddle here: http://jsfiddle.net/cL3hX/1/ There shouldn't be any shadows in the scene, unless some new geometry is introduced inside the shadow camera frustum.
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I have r55, but the demo is r54 because jsfiddle apparently does not yet have r55.
I could only reproduce this with a Collada file. So it probably has something to do with the model. I created a simple cube in Sketchup 8, and tried to export it with various collada options.
In the JSFiddle I could only reproduce the bug with a file exported with "doublesided faces" -setting enabled. In my own application code, I do have the same bug on models created with or without that setting enabled, but in the fiddle, the bug seems to be triggered only when "doublesided faces" are exported. Anyway I do need to somehow show backsides of faces, because the tool I'm developing must work with Sketchup exports, and it's very hard to make models in Sketchup without having a mess of frontsides/backsides visible.
The very simple Collada file is included in the JSFiddle as javascript variable. Here's a download link for the same file: https://dl.dropbox.com/u/14489569/shadowmapdemo.dae
The problem is your Collada model.
Your "plane" is actually multiple coplanar faces back-to-back in a single geometry.
It's no wonder there are artifacts.
Replace it with a THREE.CubeGeometry.

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