Is it possible to connect mesh to bone in a 3D animation? For instance, if I have an animated .js character, can I attach a weapon to its hand?
Is it possible to connect mesh to bone in a 3D animation? For instance, if I have an animated .js character, can I attach a weapon to its hand?
With just a few clever tricks applied to the Bone and Object3D prototype, it's entirely feasible. Because bones are derived from Object3D, they have the capability to have children, allowing us to easily attach a mesh to any bone.
Notably, the SkinnedMesh will trigger updateMatrixWorld() exclusively on non-Bone children, while Bone children will undergo an update(). Furthermore, every bone initiates an update() for all of its children, regardless of their bone status. The following code snippets alter this standard functionality:
// Enhance bone update function to update its world matrix as well
// Consider performing this action solely on skeletons where necessary, rather than all bones
var update = THREE.Bone.prototype.update;
THREE.Bone.prototype.update = function(parentSkinMatrix, forceUpdate) {
update.call(this, parentSkinMatrix, forceUpdate);
this.updateMatrixWorld( true );
};
// Introduce a dummy update function to the Object3D prototype
// This enables any Object3D instance to be a child of a Bone
THREE.Object3D.prototype.update = function() {};
// Implement buffalo creation...
// Generate a mesh and attach it to a selected bone
var mesh = new THREE.Mesh( new THREE.SphereGeometry(20), new THREE.MeshNormalMaterial() );
var bone = buffalo.bones[5];
bone.add(mesh);
In the latest version of Three.js, which is Version 68, handling bone hierarchies has been simplified with a new approach. The bone hierarchy can now be accessed directly from the children of the SkinnedMesh without needing to modify any internal functions.
The process now involves locating the specific bone in the list of children and attaching an object to it as follows:
player.children[0].add(testObj);
It's worth noting that if your model includes a bone hierarchy (e.g., from a blender export), this structure is mirrored in Three.js. If the targeted bone has a parent bone, the code would look something like this:
player.children[0].children[1].add(testObj);
const skeletonModel = scene.getObjectByName("skeletonModel");
loader.load("AttachmentModel", (object) => {
object.name = "attachedModelToBone";
skeletonModel.children[x].skeleton.getBoneByName("boneForAttachingObject").add(object);
});
This solution is effective for my needs.
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