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Why doesn't three.js see some fbx models?
I am trying to load models using this js code
The code is based on the example from this page .
function A1(){
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(65,window.innerWidth/window.innerHeight, 0.1, 10000);
var container = document.getElementById( 'program3d' );
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth , window.innerHeight );
container.appendChild( renderer.domElement );
renderer.setSize (400, 400);
renderer.setClearColor ( 0xC8C7C7 );
camera.position.z= 5;
camera.position.x= 0;
camera.position.y= 0;
var ambientLight = new THREE.AmbientLight ( 0xfffef5, 0.45 );
scene.add (ambientLight);
var directionalLight = new THREE.DirectionalLight (0xfff2e8, 0.8 );
directionalLight.position.set (0.1, 1, 0.2);
scene.add(directionalLight);
var light1 =new THREE.PointLight(0xFFFFFF, 4 , 30);
//scene.add (light1);
var light2 =new THREE.PointLight(0xFFFFFF, 4 , 30);
//scene.add (light2);
var light3 =new THREE.PointLight(0xFFFFFF, 4 , 30);
//scene.add (light3);
var update = function (){
var time = Date.now() * 0.0005;
light1.position.x = Math.sin ( time * 0.7) * 30;
light1.position.y = Math.cos ( time * 0.5) * 40;
light1.position.z = Math.cos ( time * 0.3) * 30;
light2.position.x = Math.cos ( time * 0.3) * 30;
light2.position.y = Math.sin ( time * 0.5) * 40;
light2.position.z = Math.sin ( time * 0.7) * 30;
light3.position.x = Math.sin ( time * 0.7) * 30;
light3.position.y = Math.cos ( time * 0.3) * 40;
light3.position.z = Math.sin ( time * 0.3) * 30;};
var loader = new THREE.FBXLoader();
loader.load( 'models/2B.fbx', function ( object ) {
object.mixer = new THREE.AnimationMixer( object );
mixers.push( object.mixer );
var action = object.mixer.clipAction( object.animations[ 0 ] );
action.play();
object.traverse( function ( child ) {
if ( child.isMesh ) {
child.castShadow = true;
child.receiveShadow = true;
}});
scene.add( object );} );
var stats = new Stats();
container.appendChild( stats.dom );
var clock = new THREE.Clock();
var mixers = [];
function animate() {
if ( mixers.length > 0 ) {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() );
}}}
var controls = new THREE.TrackballControls (camera);
var end_scene = function(){
requestAnimationFrame (end_scene);
animate();
controls.update();
renderer.render(scene, camera);
update();};
end_scene();};
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