"THREE JS: Bringing Life to Visuals through

There is a model with animation. I recently upgraded to a new animation system but I can't seem to get it to work. Could it be that I set up the export incorrectly? Here are the files for reference:

Snippet of the code:

var mixer = new THREE.AnimationMixer( player );
mixer.addAction( new THREE.AnimationAction( player.geometry.animations[0] ) );

mixer.update( 1000 );

Answer №1

A brand new system has been introduced that is compatible with animation clips (starting from r74 as far as I know). Check out this example of my Blender-exported JSON models.

var mixer;
var actions = {};
var loader = new THREE.JSONLoader();

loader.load( "webgl/models/model.json", function ( geometry, materials ) {

    model = new THREE.SkinnedMesh( geometry, materials, false );
    for(var x=0;x<materials.length();x++) materials[x].skinning = true;
    mixer = new THREE.AnimationMixer(model );

    //idle
    actions.idle = mixer.clipAction(geometry.animations[0]);
    actions.idle.setLoop(THREE.LoopRepeat);
    actions.idle.clampWhenFinished = true;
    actions.idle.play();

    //walk
    actions.walk = mixer.clipAction(geometry.animations[1]);
    actions.walk.setLoop(THREE.LoopRepeat);
    actions.walk.clampWhenFinished = true;

    scene.add( model );

}

Each exported animation is stored in the geometry.animations array. I know explicitly which index corresponds to which animation in my example, but it can also be easily mapped manually by name: (geometry.animations[x].name).

In the animation loop, you need to update the mixer regularly

if(typeof mixer != "undefined") mixer.update(delta);

I found my information from

Also, here is the corresponding source code for an animation action: https://github.com/mrdoob/three.js/blob/ab93512c7a44bd98e669592b3db441c04a2057f4/src/animation/AnimationAction.js

Exporting from Blender can have many potential pitfalls, especially when dealing with Skeletal mesh animations (!= morphs).

  • Ensure scale values of all bones / Armature / mesh are exactly "1" and never modified again :)
    (Keyframes should only have keying set to LocRot)
  • Using the "apply modifiers" button during export always caused distortions for me
  • Only select the mesh while exporting (not the armature or bones)

Here are my export settings:
https://i.sstatic.net/quowk.png

Hopefully, this information will be helpful for future explorers :)

Answer №2

Here is the corrected version:

if(typeof mixer !== "undefined") mixer.update(delta);

Always use strict comparison operators like `!==` instead of `!=` for better code quality.

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