Is there a way to combine multiple Blender JSON models into a single Three.js Object3D object? I've searched Google for answers but haven't found any solutions yet.
Is there a way to combine multiple Blender JSON models into a single Three.js Object3D object? I've searched Google for answers but haven't found any solutions yet.
Have you considered merging them in Blender before exporting as a single object?
In Three.js, you can merge geometries and even materials if they are identical. However, if your geometries are not identical or if you have multiple materials, it can be challenging...
I've been grappling with the same issue myself and haven't found any solutions within Three.js yet. I'm thinking about trying to merge them in Blender instead. On the other hand, coding this directly in the engine might actually be easier than using Blender. It's definitely a complex piece of software to navigate through!
Is there a specific rationale behind needing the exported JSON objects to be grouped under a single Three.js Object3D? Would it suffice to manage both objects under one parent object instead?
You have the option to add the objects as children to an empty parent object and control them that way. Check out this gist for a demonstration.
var parent = new THREE.Object3D();
parent.add(blenderObj1);
parent.add(blenderObj2);
parent.scale.set(1,2,0.5);
Take a look at this scene, which illustrates what you mentioned in the comments. Experiment with changing the number of boxes per side (resulting in side^2 boxes) and toggling the parent functionality.
Note: As of 4/25/16, there's a known issue in Chrome that may cause texture race conditions. Reloading the page might resolve any display anomalies with the boxes.
In response to your points:
The parent object should allow users to add and remove objects from it,
Object3D provides methods like .add() and .remove() for that purpose.
.add ( object, ... )
.remove ( object, ... )
and the parent needs to be rotatable as a whole.
This is precisely how parenting functions. Simply execute something similar to:
parent.rotation.x = Math.PI / 2;
Subsequently, all child objects will rotate alongside the parent. It is important to note that they rotate relative to the world rotation (as they practically did), leaving their individual transformations unaffected.
Merging the children into a single parent would prevent choppy animations.
Not necessarily. Unless your objective involves minimizing draw calls (more details below), employing a parenting object does not noticeably impact frame rate. Based on swift tests, rendering 10k objects on an aging Macbook Air does not lead to crashes, even if it strains the system. With 10k objects, performance will inevitably suffer regardless.
By consolidating all geometry together, draw calls are reduced and processing speeds up. It's worth noting that the geometry remains completely static relative to other objects. Therefore, unless you can opt for a straightforward solution recommended by Scharnvirk (merging your objects in Blender and importing as a singular entity), you could slightly save bandwidth by dynamically cloning the geometry. In this scenario, refer to the merge() function in three.js Geometry:
.merge ( geometry, matrix, materialIndexOffset )
Merge two geometries or geometry and geometry from object (using object's transform)
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