I have been researching Javascript 3d programming. As such, I have learned about the THREE.js framework, and have had some success with it. Afterwards, I exported a Google Sketchup file I created (.skp) to Collada (.dae) and found some tutorials online that discussed ColladaLoader.js.
The examples stated things like the following:
<script src="three.js"></script>
<script src="ColladaLoader.js"></script>
Does this mean there is a ColladaLoader.js file out there for download? Just like there is a three.js file and a jquery.js file?
I have performed every google search possible and have not found an answer to this question, or the applicable source code file. I would really appreciate an answer. Thanks
https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/ColladaLoader.js
Related
I am not a 3d modeller, and new to jeeliz face filter git library. I am trying to convert one necklest.gltf 3d model to threejs(json format) using below link.
Steps for adding threejs exporter in blender
All the steps I have followed but at the end when I am checking the checkbox to enable it, its saying "upgrade to 2.8x req".
I am using blender 2.81a. I have tested on 2.81 also still not working.
Kindly help.
It's not recommended to use the JSON Blender exporter anymore. Export your models to glTF instead and then use THREE.GLTFLoader. Notice that the exporter was removed with R93 in May 2018. Just three month after the article at medium.com was published.
three.js R113
To expand on Mugen's answer, the Blender Three.js JSON exporter was written for the previous version of Blender 2.7x. When Blender 2.8 came out, it revamped almost every aspect of its engine, and the JSON exporter is no longer supported. However, it's been replaced with a much more efficient exporter you can find in File > Export > glTF 2.0. You can read about it here.
Once you have exported your GLTF file, you can import it into Three.js with THREE.GLTFLoader.
the problem is obvious from the title, http://typeface.neocracy.org offline. It was used to convert fonts and used in conjunction with THREE.TextGeometry. But if it is offline, how is now possible to use custom fonts in three.js?
I made a new converter that outputs the same files as typeface.js.
http://gero3.github.io/facetype.js/
I loaded the source, but as far as I can see there is no chance to create the JS-font-files with this distribution. Maybe for someone with deep perl-knowledge...? In any case I installed perl, the ppm and dmake but trying to exec the Makefile only leads to errormessages about missing files. No - this is no alternative to the online-converter. Even worser: I didn't find any other converter or another side using the same one (cufon seems to create another format). So let's hope the site comes back to live - otherwise the great textfeature of three.js is worth nothing in the moment.
Hello everyone I am new to JavaScript and my job requires me to design in 3d using JavaScript. I went through the website but it says to include three.js. How can I include three.js in the HTML? Is there a standard src that I can include to make my programs execute or is there another way for it ? Any help or recommendations would be gladly accepted.
if I could offer a friendly suggestion. Three.js is fairly advanced for a first time Javascript programmer, you might want to try some basic tutorials on HTML5 with Javascript, move your way up to library includes and such, then try your hand at Three.js. Here's a couple basic tutorial's on ThreeJS
http://aerotwist.com/tutorials/getting-started-with-three-js/
http://stemkoski.github.io/Three.js/#hello-world
However, I digress, to include a library in Javascript you use:
<script src="relative_path/library_name.js"></script>
In your case, download the zip source, copy the build/three.min.js file to a folder relative to your html (like a "js" folder) and use:
<script src="js/three.min.js"></script>
Kind regards ~D
Or you can include the link directly from GitHub Project:
<script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
Go to the download link at: https://github.com/mrdoob/three.js/archive/master.zip
Unzip, and copy any files you want from the build subdirectory to js/ or similar in your project.
Done.
npm install three --save-dev
See https://threejs.org/docs/#manual/en/introduction/Installation
To install all the developer dependencies, try this command:
npm i --save-dev #types/three
I want to integrate mathjax with the ckeditor, is this possible? if yes, please help me out. I searched in internet but i didn't found anything helpful.
please do the needful, thanks in advance.
This question is a bit dated but ran across a great coeditor sample integrating mathjax and coeditor: https://github.com/ckeditor/ckeditor-dev/tree/master/plugins/mathjax. Sample includes plugin implementation. Simple and basic but a great starting point.
It integrates quite well with CKEditor 4.3 see here
Install the Mathematical Formulas CKEditor plugin and be sure to set your path to the MathJax library. config.mathJaxLib = '//cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.0/MathJax.js?config=TeX-AMS_HTML'; as per their instructions.
The plugin is here
Also note that you need the Widget, Line Utilities, Dialog, Clipboard plugins in your editor for the MathJax to work.
after researching in the internet and with some examples and experiments, finally found that mathjax cannot be integrated inside the ck editor.
I've been trying to get some animated models from c4d into Blender all day. The models transfer fine, but the animations don't. I've used COLLADA, 3ds and obj file types but none are successful.
I need to get the files into Blender as I'm trying to get them into three.js. I have had a look at http://disturbmedia.com/blog/tag/threejs/ for c4d>threejs but the python console is throwing up errors.
Does anyone have any thoughts?
I'm using v12 of c4d and v2.59 of blender if that's any help.
I was facing a similar issue a couple of years ago, as you can see in this answer
and I ended up writing a Python script.
The post from the blog at work on three.js was also written by me and is also old.
It was written for C4D R11.5 and the API changed a bit. Vincent was kind enough to branch from my GitHub repository and update that script, which you can get from his repository.
Still the three.js script only exports geometry/meshes, but doesn't handle animation at all (morphing was not supported in three.js at the time I wrote the script (release 32))
If you want to export geometry+animation tracks(position,rotation,scale,and morphs(PLA)), you might something like an updated version of the script I had. Since it's almost two years old, it works for C4D R11.5 and Blender 2.49.
You can see a recording of how it worked here.
Still, as I mentioned above, the C4D R12 Python API changed a bit and the Blender Python API changed completely as they went for Python 3.0 from Blender 2.50 upwards.
Unfortunately, I can't commit to updating that soon due to time constraints, but I can explain/comment/share the old code if it helps.
Another thing that comes to mind is to use the older versions(C4D R11.5 and Blender 2.49), but it seems like a long way around it and maybe not all the features you use in R12 are supported in R11.5 (not sure).