Exploring the Fundamentals of Skinning Animation in WebGL using Three.js

I've been exploring various demos on skinning in Three.js, but I'm struggling to understand if the imported model itself needs to be animated or if it's already animating from the modeling software and we just manipulate it?

For example, take a look at this demo:

Is the model flamingo.js in this demo already animated before being exported to js format, with the JavaScript simply playing through the frames?

Could someone please explain this concept to me? I'm completely new to the 3D world and WebGl, and I can't quite grasp how to animate an imported model in js format.

Answer №1

Essentially, the key is to animate your model before exporting it. There isn't a definitive right or wrong way to do this.

One of the simpler methods is using Morph Target Animation. Another approach is skinning, as demonstrated in an example found here.

Most 3-D software allows for exporting in both formats. To ensure proper export, you can refer to the three js examples.

For example, here is a visual representation of a morph animated model: animated horse.

In a personal project, I opted to animate the model using pure JavaScript for rotation and movement effects. You can see the result here.

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