I'm having trouble animating multiple models in Collada format (knight.dae & archer.dae). The issue is that I can't seem to get them all to animate properly, specifically in an idle state with only 2-3 frames. When I load the scene, I end up with one animated model and one static model without any animation - it's as if it was just modeled in 3ds max. I believe the problem lies within the skin and morphs, but despite my extensive search for a solution, my lack of experience has caused all my attempts to fail so far. Any help would be greatly appreciated!
//animation length of the model is 150(and it hosts 4 different animations)
var startFrame = 0, endFrame = 150, totalFrames = endFrame - startFrame, lastFrame;
var urls = [];
var characters = [];
urls.push('3D/archer/archer.dae');
urls.push('3D/archer/archer.dae');
//here's the loader
loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
for (var i=0;i<urls.length;i++) {
loader.load(urls[i],function colladaReady( collada ){
player = collada.scene;
player.scale.x = player.scale.y = player.scale.z =10;
player.position.y=115;
player.position.z=i*200;
player.updateMatrix()
skin = collada.skins [ 0 ];
//skinArray.push(skin);;
var mesh=new THREE.Mesh(new THREE.CubeGeometry(10,20,10,1,1,1));
player.add(mesh);
characters.push(mesh);
scene.add( player );
});
}
//i added the cube because i use raycaster and it doesnt detect collada obj
// Here is where i try my animation.
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
update();
renderer.render(scene,camera);
}
function update() {
var delta = clock.getDelta();
delta = delta / 2;
if ( t > 1 ) t = 0;
if ( skin )
{
skin.morphTargetInfluences[lastFrame] = 0;
var currentFrame = startFrame + Math.floor(t*totalFrames);
skin.morphTargetInfluences[currentFrame] = 1;
t += delta;
lastFrame = currentFrame;
}
}