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Added example of animated textured character exported from Blender.
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<!doctype html>
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<html lang="en">
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<head>
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<title>three.js webgl - collada - blender</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/Three.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/RequestAnimationFrame.js"></script>
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<script src="js/Stats.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer, objects;
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var particleLight, pointLight;
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var dae, skin;
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var clock = new THREE.Clock();
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var morphs = [];
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// Collada model
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var loader = new THREE.ColladaLoader();
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loader.options.convertUpAxis = true;
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loader.load( 'models/monster.dae', function colladaReady( collada ) {
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dae = collada.scene;
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skin = collada.skins[ 0 ];
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dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
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dae.position.x = -1;
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dae.updateMatrix();
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init();
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animate();
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} );
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 2, 4, 5 );
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
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// Add Blender exported Collada model
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var loader = new THREE.JSONLoader();
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loader.load( "models/animated/monster/monster.js", function ( geometry ) {
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// adjust color a bit
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var material = geometry.materials[ 0 ];
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material.morphTargets = true;
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material.color.setHex( 0xffaaaa );
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material.ambient.setHex( 0x222222 );
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var faceMaterial = new THREE.MeshFaceMaterial();
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for ( var i = 0; i < 729; i ++ ) {
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// random placement in a grid
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var x = ( ( i % 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
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var z = ( Math.floor( i / 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
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// leave space for big monster
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if ( Math.abs( x ) < 2 && Math.abs( z ) < 2 ) continue;
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morph = new THREE.MorphAnimMesh( geometry, faceMaterial );
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// one second duration
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morph.duration = 1000;
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// random animation offset
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morph.time = 1000 * Math.random();
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var s = THREE.Math.randFloat( 0.00075, 0.001 );
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morph.scale.set( s, s, s );
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morph.position.set( x, 0, z );
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morph.rotation.y = THREE.Math.randFloat( -0.25, 0.25 );
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morph.matrixAutoUpdate = false;
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morph.updateMatrix();
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scene.add( morph );
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morphs.push( morph );
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}
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} );
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// Add the COLLADA
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scene.add( dae );
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// Lights
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scene.add( new THREE.AmbientLight( 0xcccccc ) );
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pointLight = new THREE.PointLight( 0xff4400, 2, 60 );
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pointLight.position.set( 5, 0, 0 );
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scene.add( pointLight );
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// Renderer
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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// Stats
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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stats.domElement.children[ 0 ].style.background = "transparent";
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stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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// Events
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window.addEventListener( 'resize', onWindowResize, false );
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}
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//
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function onWindowResize( event ) {
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renderer.setSize( window.innerWidth, window.innerHeight );
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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}
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//
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var t = 0;
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function animate() {
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requestAnimationFrame( animate );
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// animate Collada model
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if ( t > 30 ) t = 0;
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if ( skin ) {
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// guess this can be done smarter...
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// (Indeed, there are way more frames than needed and interpolation is not used at all
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// could be something like - one morph per each skinning pose keyframe, or even less,
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// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
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// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
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for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
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skin.morphTargetInfluences[ i ] = 0;
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}
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skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
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t += 0.5;
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}
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// animate morphs
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var delta = clock.getDelta();
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if ( morphs.length ) {
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for ( var i = 0; i < morphs.length; i ++ )
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morphs[ i ].updateAnimation( 1000 * delta );
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}
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render();
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stats.update();
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}
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function render() {
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var timer = Date.now() * 0.0005;
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camera.position.x = Math.cos( timer ) * 10;
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camera.position.y = 4;
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camera.position.z = Math.sin( timer ) * 10;
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camera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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