Javascript Can';在three.js中不能让尾巴摇摆(动画化)?
嘿,如果有人能帮我制作这个物体的动画: 上下移动| 向左-向右旋转| 一个需要仰望的人| z向下看 链接到原始文件: JSON模型文件(带动画尾翼): 问题是json模型文件提供了关于尾部动画的必要细节。狼的尾巴要摇。 但事实并非如此,我什么都试过了,但毫无帮助 代码中是否有错误,或者我没有正确导出frm Blender 代码如下:Javascript Can';在three.js中不能让尾巴摇摆(动画化)?,javascript,three.js,Javascript,Three.js,嘿,如果有人能帮我制作这个物体的动画: 上下移动| 向左-向右旋转| 一个需要仰望的人| z向下看 链接到原始文件: JSON模型文件(带动画尾翼): 问题是json模型文件提供了关于尾部动画的必要细节。狼的尾巴要摇。 但事实并非如此,我什么都试过了,但毫无帮助 代码中是否有错误,或者我没有正确导出frm Blender 代码如下: <html> <head> <style> body { margin: 0; } <
<html>
<head>
<style>
body { margin: 0; }
</style>
</head>
<body>
<canvas id="myCanvas"></canvas>
<script src="three.js"></script>
<script>
var scene = new THREE.Scene();
var canvas = document.getElementById("myCanvas");
renderer = new THREE.WebGLRenderer({ canvas: canvas });
var camera = new THREE.PerspectiveCamera( 75, (canvas.width / canvas.height) , 1, 10000 );
var clock = new THREE.Clock(),mixer;
var forest,wolf,animation;
var fwd,bck,lft,rgt,up,down = 0 ;
var action = {};
camera.fov *= 0.3;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
renderer.setClearColor (0x22222222, 1);
camera.position.z = 28;
var material = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('wolf_uvcons.png') } );
// Wolf Texture Above # Forest Uses Local Materials @Blender
var loader = new THREE.JSONLoader();
loader.load('forest.json', function(geometry, materials) {
forest = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
forest.scale.x = forest.scale.y = forest.scale.z = 0.25;
forest.rotateX( Math.PI / 2 );forest.rotateZ( Math.PI ); //load :env:
forest.translation = THREE.GeometryUtils.center(geometry);
scene.add(forest);
});
loader.load('wolf.json', function(geometry, materials) {
wolf = new THREE.SkinnedMesh(geometry,material);
wolf.scale.x = wolf.scale.y = wolf.scale.z = 0.25; //load wolf
wolf.translation = THREE.GeometryUtils.center(geometry);
scene.add(wolf);
wolf.add(camera);
wolf.translateY(-27); /// Bring it down
wolf.translateZ(100); /// Bring it down
action.idle = new THREE.AnimationAction(geometry.animations[ 0 ]);
action.idle.weight = 1;
// Create animation mixer and pass object to it
mixer = new THREE.AnimationMixer(wolf);
mixer.addAction( action.idle );
});
var light = new THREE.AmbientLight(0xFFFFFFFF,1);
scene.add(light);
var pointLight = new THREE.PointLight( 0xffcccc,0.41 );
pointLight.position.set( 0, 100, 3 );
scene.add( pointLight );
var pointLight1 = new THREE.PointLight( 0xff0000,0.81 );
pointLight1.position.set( 100, 200, 3 );
scene.add( pointLight1 );
function moveWolf()
{
if (fwd==1)
{ wolf.translateZ(-1);}
if (bck==1)
{ wolf.translateZ(1);}
if (lft==1)
{ wolf.rotateY(Math.PI/200)}
if (rgt==1)
{ wolf.rotateY(-Math.PI/200);}
if (up==1)
{ camera.rotateX(Math.PI/200);}
if (down==1)
{ camera.rotateX(-Math.PI/200);}
}
function animate() {
requestAnimationFrame( animate );
moveWolf();
render();
var delta = clock.getDelta();
var theta = clock.getElapsedTime();
if ( mixer ) { mixer.update( delta ); }
}
function render() {
renderer.render( scene, camera );
}
animate();
</script>
<script>
document.onkeydown = checkKey1;
document.onkeyup = checkKey2;
function checkKey1(e) {
e = e || window.event;
if (e.keyCode == '38') {
// up arrow
fwd=1;
}
else if (e.keyCode == '40') {
// down arrow
bck=1;
}
else if (e.keyCode == '37') {
// left arrow
lft=1;
}
else if (e.keyCode == '39') {
// right arrow
rgt=1;
}
else if (e.keyCode == '65') {
up=1;
}
else if (e.keyCode == '90') {
down=1;
}
}
function checkKey2(e) {
e = e || window.event;
if (e.keyCode == '38') {
// up arrow
fwd=0;
}
else if (e.keyCode == '40') {
// down arrow
bck=0;
}
else if (e.keyCode == '37') {
// left arrow
lft=0;
}
else if (e.keyCode == '39') {
// right arrow
rgt=0;
}
else if (e.keyCode == '65') {
// right arrow
up=0;
}
else if (e.keyCode == '90') {
// right arrow
down=0;
}
}
</script>
</body>
</html>
正文{页边距:0;}
var scene=new THREE.scene();
var canvas=document.getElementById(“myCanvas”);
renderer=new THREE.WebGLRenderer({canvas:canvas});
var摄像机=新的三视角摄像机(75,(canvas.width/canvas.height),11000);
var clock=new THREE.clock(),混音器;
森林、狼、动画;
变量fwd、bck、lft、rgt、向上、向下=0;
var action={};
摄像机视场*=0.3;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
document.body.appendChild(renderer.doElement);
renderer.setClearColor(0x2222,1);
摄像机位置z=28;
var material=new THREE.MeshPhongMaterial({map:THREE.ImageUtils.loadTexture('wolf_uvcons.png'))});
//上方的狼纹理#森林使用当地材料@Blender
var loader=new THREE.JSONLoader();
loader.load('forest.json',函数(几何体、材质){
森林=新的三点网格(几何体,新的三点网格面材质(材质));
forest.scale.x=forest.scale.y=forest.scale.z=0.25;
forest.rotateX(Math.PI/2);forest.rotateZ(Math.PI);//load:env:
forest.translation=3.GeometryUtils.center(几何体);
场景。添加(森林);
});
loader.load('wolf.json',函数(几何体、材质){
wolf=新的三个。皮肤网格(几何体、材质);
wolf.scale.x=wolf.scale.y=wolf.scale.z=0.25;//加载wolf
wolf.translation=3.GeometryUtils.center(几何);
场景。添加(狼);
添加(摄像机);
wolf.translateY(-27);///把它拿下来
wolf.translateZ(100);///把它拿下来
action.idle=新的3.AnimationAction(geometry.animations[0]);
action.idle.weight=1;
//创建动画混合器并将对象传递给它
混合器=新的三个。动画混合器(狼);
mixer.addAction(action.idle);
});
var灯光=新的三个环境灯光(0xFFFFFFFF,1);
场景。添加(灯光);
var pointLight=新的三点光源(0xffcccc,0.41);
点光源位置设置(0,100,3);
场景。添加(点光源);
var pointLight1=新的三点光源(0xff0000,0.81);
点光源1.位置设置(1002003);
场景。添加(pointLight1);
函数moveWolf()
{
如果(fwd==1)
{wolf.translateZ(-1);}
如果(bck==1)
{wolf.translateZ(1);}
如果(lft==1)
{wolf.rotateY(Math.PI/200)}
如果(rgt==1)
{wolf.rotateY(-Math.PI/200);}
如果(向上==1)
{camera.rotateX(Math.PI/200);}
如果(向下==1)
{camera.rotateX(-Math.PI/200);}
}
函数animate(){
请求动画帧(动画);
moveWolf();
render();
var delta=clock.getDelta();
var theta=clock.getElapsedTime();
if(mixer){mixer.update(delta);}
}
函数render(){
渲染器。渲染(场景、摄影机);
}
制作动画();
document.onkeydown=checkKey1;
document.onkeyup=checkKey2;
功能检查键1(e){
e=e | | window.event;
如果(e.keyCode=='38'){
//向上箭头
fwd=1;
}
否则如果(e.keyCode=='40'){
//向下箭头
bck=1;
}
否则如果(e.keyCode=='37'){
//左箭头
lft=1;
}
否则如果(e.keyCode=='39'){
//右箭头
rgt=1;
}
否则如果(e.keyCode==“65”){
up=1;
}
否则如果(e.keyCode==“90”){
向下=1;
}
}
功能检查键2(e){
e=e | | window.event;
如果(e.keyCode=='38'){
//向上箭头
fwd=0;
}
否则如果(e.keyCode=='40'){
//向下箭头
bck=0;
}
否则如果(e.keyCode=='37'){
//左箭头
lft=0;
}
否则如果(e.keyCode=='39'){
//右箭头
rgt=0;
}
否则如果(e.keyCode==“65”){
//右箭头
up=0;
}
否则如果(e.keyCode==“90”){
//右箭头
向下=0;
}
}
更新:
在等待答复的过程中,我进行了一次自我探索之旅;)
并找到了一个几乎可以接受的解决方案,步骤如下: