我将通过说我是Blender / 3DS MAX / ThreeJS和图形编程的新手来做序。
我导出了一个Mutalisk(来自星际争霸)的动画,它从星际争霸编辑器中扇动翅膀作为.m3文件,我导入了Blender。导出后,我能够将生成的.json导入到我的ES6应用程序中,但由于某种原因,使用THREE.Animation,而导入的Mutalisk的位置正确地改变,它会四处乱窜,Mutalisk对象的实际抖动不会不会发生。
我的渲染器看起来像这样:
import THREE from 'three';
export default class Renderer {
constructor(game, canvas) {
this.game = game;
this.canvas = canvas;
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, this.canvas.width / this.canvas.height, 1, 10000);
this.camera.position.z = 2;
this.camera.position.y = 1;
this.clock = new THREE.Clock;
this.renderer = new THREE.WebGLRenderer({ canvas: this.canvas });
this.renderer.setSize( this.canvas.width, this.canvas.height );
}
// called by my Game class, which waits for the mesh to load before attempting to add it to the scene
addMeshToScene(mesh) {
this.mesh = mesh;
this.scene.add(this.mesh);
this.animation = new THREE.Animation(
this.mesh,
this.mesh.geometry.animations[ 2 ]
);
this.animation.play();
}
renderFrame() {
THREE.AnimationHandler.update(this.clock.getDelta());
this.renderer.render(this.scene, this.camera);
}
}
这是渲染。正如我所说,浏览器中的Mutalisk沿着Y轴反弹,但没有拍打。
任何人都可以解释为什么运动会发生,而不是拍打?
编辑:这是我的Blender导出设置。