Top choices for creating animations using THREE.JS

Which animations work best in three.js? Are you using additional libraries like tween.js or something else for texture animations, moving objects, and showing/hiding objects? Thank you.

Answer №1

Tween.js is highly recommended... find out more in this informative article:

Answer №2

It is widely acknowledged that implementing RequestAnimationFrame is crucial in optimizing browser performance. Three.js even offers a cross-browser shim for this purpose.

In addition to RequestAnimationFrame, I highly recommend using Frame.js for managing timeline-based renders. While RequestAnimationFrame sets a minimum frame-rate based on browser performance, tools like Frame provide better flow control by allowing a maximum frame-rate and handling multiple resource-intensive operations more efficiently.

Another valuable tool I utilize in my three.js applications is Javascript FSM. Whether it's creating a user interface or a game, effectively managing object states and smooth transitions between animations and rules are crucial components of complex application logic.

Furthermore, integrating an easing library is essential. Personally, I often use the jQuery.easing plugin. While designed for jQuery.animate, you can access the easing functions like this:

var x = {}; // an empty object (required for jQuery, but not us)
var t = currentTime;
var b = beginningValue;
var c = potentialChangeInValue;
var d = durationOfAnimation;
valueAtTime = jQuery.easing.easeOutExpo(x, t, b, c, d);

The jQuery plugin, along with most easing plugins, is based on Robert Penner's ActionScript2 easing library. If the t,b,c,d parameters seem unfamiliar, exploring Penner's library is recommended for a deeper understanding.

Answer №3

Here's a quick summary from 2017: Take a look at this easy-to-use timeline library that can smoothly activate FSM (state-based animation) and tween.js (smooth animation):

keyframes

Answer №4

Here is the code snippet you can use:

window.requestAnimloop = (function(){
  return window.requestAnimationFrame       ||
         window.webkitRequestAnimationFrame ||
         window.mozRequestAnimationFrame    ||
         window.oRequestAnimationFrame      ||
         window.msRequestAnimationFrame     ||
         function(callback){
           window.setTimeout(callback, 1000 / 60);
         };
})();

(function startAnimation(){
  requestAnimloop(startAnimation);
  display();
})();

function display()
{
// INSERT YOUR CODE HERE (UPDATE AND DRAWING USUALLY)
}

You can find more information from the original creator at:

Answer №5

This code snippet was created to mimic orbiting with human-like qualities (jerky movements), but it can also be applied to other types of animations such as object translations, positions, and rotations.

function animateNode(node, property, array, duration){
    var obj, firstVal, secondVal, xyz, i, v, tween, html, previousTween, starterTween;
    switch(node){
            case "camera": obj = camera; break;
            default: obj = scene.getObjectByName(node);
    }
    xyz = ["x", "y", "z"];
    $.each(array, function(i, values){
        firstVal = obj[property];
        secondVal = {};
        $.each(values, function(i, value){
            secondVal[xyz[i]] = value;
        })
        tween = new TWEEN.Tween(firstVal)
        .to(secondVal, duration)
        .onUpdate(function(){
            $.each(xyz, function(i, axis){
                obj[property][xyz[i]] = firstVal[xyz[i]];
            })
        })
        .onComplete(function(){
            html = [];
            $.each(xyz, function(i, axis){
                html.push(Math.round(firstVal[xyz[i]]));
            })
            $("#camPos").html(html.join(","))
        })
        if(i > 0){
            tween.delay(250);
            previousTween.chain(tween);
        }
        else{
            starterTween = tween;
        }
        previousTween = tween;
    });
    starterTween.start();
}

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