我正在尝试从网格到不同的网格创建相同的骨架动画。所以我删除了第一个网格(mesh1),保留了骨架(已经有骨架动画),然后将第二个网格(mesh2)导入为.obj文件(将此.js文件转换为一个.obj文件,使用three.js editor)。我缩放,旋转并改变第二个网格的位置,使其适合骨架。然后,我完成了装配过程(我选择了网格+移位+选择了电枢,然后点击了" ctrl + P"来创建父母)。它起作用,第二个网格根据第一个网格的骨架动画进行动画处理。然而,当我尝试将此网格导出为three.js作为骨架动画时(我选择了姿势模式,因为当我选择休息模式时,它会给我错误),网格以杂乱的方式显示而不是正常的形状。我怎样才能解决这个问题?我使用的javascript代码如下所示:
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="models/three.js"></script>
<script>
var scene, camera, light, renderer, objeto, animation1;
var loader, model;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
scene.add( new THREE.AmbientLight( 0x666666 ) );
light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
light.position.set( 50, 200, 100 );
light.position.multiplyScalar( 1.3 );
light.castShadow = true;
//light.shadowCameraVisible = true;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 1024;
var d = 300;
light.shadowCameraLeft = -d;
light.shadowCameraRight = d;
light.shadowCameraTop = d;
light.shadowCameraBottom = -d;
light.shadowCameraFar = 1000;
light.shadowDarkness = 0.5;
scene.add( light );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
loader = new THREE.JSONLoader();
loader.load( 'models/marine_anims_morph.json', addModel );
function addModel( geometry, materials ){
materials[0].skinning = true;
objeto = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial(materials));
objeto.position.y = -1.5;
objeto.rotation.y = 3.14;
objeto.position.x = 0.5;
objeto.scale.x = 0.02;
objeto.scale.y = 0.02;
objeto.scale.z = 0.02;
animation1 = new THREE.Animation (objeto, geometry.animations[0]);
animation1.play();
scene.add(objeto);
}
var prevTime = Date.now();
function render () {
if ( animation1 ) {
var time = Date.now();
animation1.update((time - prevTime)/10);
prevTime = time;
}
}
function animate(){
requestAnimationFrame(animate);
render();
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>