我对Three.js和Blender还是很陌生,我试图获取从0到180旋转的机器人手臂的3D图像,反之亦然,我已经使用blender2.8.1进行了动画制作并导出了glb文件并在一个带有three.js模块的html文件中调用它,直到这里一切都很好,但现在我想在某种程度上停止它,假设我输入值30,那么机械手应该移动30,如果以前状态为60,则应加30并移至90。参考示例为https://threejs.org/examples/#webgl_animation_skinning_morph
有人可以帮忙吗? 先感谢您。 这是代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
color: #222;
}
a {
color: #2fa1d6;
}
p {
max-width: 600px;
margin-left: auto;
margin-right: auto;
padding: 0 2em;
}
</style>
</head>
<body>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from '../examples/jsm/libs/stats.module.js';
import { GUI } from '../examples/jsm/libs/dat.gui.module.js';
import { GLTFLoader } from '../examples/jsm/loaders/GLTFLoader.js';
var container, stats, clock, gui, mixer, actions, activeAction, previousAction;
var camera, scene, renderer, model, face;
var api = { state: 'middle' };
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 0.25, 100 );
camera.position.set( 50, 30, -70 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xe0e0e0 );
scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
clock = new THREE.Clock();
// lights
var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 20, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 20, 10 );
scene.add( light );
// ground
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// model
var loader = new GLTFLoader();
loader.load( 'robo.glb', function ( gltf ) {
model = gltf.scene;
scene.add( model );
createGUI( model, gltf.animations );
}, undefined, function ( e ) {
console.error( e );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
renderer.gammaFactor = 2.2;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
//container.appendChild( stats.dom );
}
function createGUI( model, animations ) {
var states = [ 'negative', 'positive'];
gui = new GUI();
mixer = new THREE.AnimationMixer( model );
actions = {};
for ( var i = 0; i < animations.length; i ++ ) {
var clip = animations[ i ];
var action = mixer.clipAction( clip );
actions[ clip.name ] = action;
if ( states.indexOf( clip.name ) >= 4 ) {
action.clampWhenFinished = true;
action.loop = THREE.LoopOnce;
}
}
// states
var statesFolder = gui.addFolder( 'States' );
var clipCtrl = statesFolder.add( api, 'state' ).options( states );
clipCtrl.onChange( function () {
fadeToAction( api.state, 1 );
} );
statesFolder.close();
// emotes
//var emoteFolder = gui.addFolder( 'Emotes' );
}
function restoreState() {
mixer.removeEventListener( 'finished', restoreState );
fadeToAction( api.state, 0 );
}
face = model.getObjectByName( 'Head_2' );
var expressions = Object.keys( face.morphTargetDictionary );
var expressionFolder = gui.addFolder( 'Expressions' );
for ( var i = 0; i < expressions.length; i ++ ) {
expressionFolder.add( face.morphTargetInfluences, i, 0, 1, 0.01 ).name( expressions[ i ] );
}
activeAction = actions[ 'middle' ];
activeAction.play();
//expressionFolder.open();
function fadeToAction( name, duration ) {
previousAction = activeAction;
activeAction = actions[ name ];
if ( previousAction !== activeAction ) {
previousAction.fadeOut( duration );
}
activeAction
.reset()
.fadeIn( duration )
.setDuration(10)
.play();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
var dt = clock.getDelta();
if ( mixer ) mixer.update( dt );
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>