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在3JS中从Blender导出JSON时丢失纹理_Json_Three.js_Blender - Fatal编程技术网

在3JS中从Blender导出JSON时丢失纹理

在3JS中从Blender导出JSON时丢失纹理,json,three.js,blender,Json,Three.js,Blender,从Blender导出到JSON时,模型在所有浏览器中都以灰色显示。使用github.com/mrdoob/three.js/tree/master/utils/exporters/blender 我在这里附上了导出设置,来自Chrome和JS的屏幕截图。 如何解决这个问题 谢谢你的提示 导出设置: JS: 如果使用“节点编辑器”(node editor)创建模型纹理,则可能看不到纹理,那么UV展开如何 var scene, camera, renderer; var WIDTH =

从Blender导出到JSON时,模型在所有浏览器中都以灰色显示。使用github.com/mrdoob/three.js/tree/master/utils/exporters/blender

我在这里附上了导出设置,来自Chrome和JS的屏幕截图。 如何解决这个问题

谢谢你的提示

导出设置:

JS:


如果使用“节点编辑器”(node editor)创建模型纹理,则可能看不到纹理,那么UV展开如何

var scene, camera, renderer;

    var WIDTH  = 300;
    var HEIGHT = 300;

    var SPEED = 0.03;

    function init() {
        scene = new THREE.Scene();

        initMesh();
        initCamera();
        initLights();
        initRenderer();

        document.body.appendChild(renderer.domElement);
    }

    function initCamera() {
        camera = new THREE.PerspectiveCamera(70, WIDTH / HEIGHT, 1, 10);
        camera.position.set(0, 3.5, 5);
        camera.lookAt(scene.position);
    }


    function initRenderer() {
        renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        renderer.setSize(WIDTH, HEIGHT);
    }

    function initLights() {
        var light = new THREE.AmbientLight(0xffffff);
        scene.add(light);
    }

    var mesh = null;
    function initMesh() {
        var loader = new THREE.JSONLoader();
        loader.load('./sp.json', function(geometry, materials) {
                mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
                mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.75;
                mesh.translation = THREE.GeometryUtils.center(geometry);
                scene.add(mesh);
        });
    }

    function rotateMesh() {
        if (!mesh) {
                return;
        }

        mesh.rotation.x -= 0;
        mesh.rotation.y -= SPEED;
        mesh.rotation.z -= 0;
    }

    function render() {
        requestAnimationFrame(render);
        rotateMesh();
        renderer.render(scene, camera);
    }

    init();
    render();