<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - animation - skinning</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #fff; font-family:Monospace; font-size:13px; text-align:center; background-color: #fff; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - Skeletal Animation Blending <br><br> Adjust blend weights to affect the animations that are currently playing. <br> Cross fades (and warping) blend between 2 animations and end with a single animation. </div> <script src="../build/three.min.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script src="js/controls/OrbitControls.js"></script> <script src="js/BlendCharacter.js"></script> <script src="js/BlendCharacterGui.js"></script> <script src="js/libs/dat.gui.min.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var blendMesh, camera, scene, renderer, controls; var clock = new THREE.Clock(); var gui = null; var isFrameStepping = false; var timeToStep = 0; init(); function init() { container = document.getElementById( 'container' ); scene = new THREE.Scene(); scene.add ( new THREE.AmbientLight( 0xaaaaaa ) ); var light = new THREE.DirectionalLight( 0xffffff, 1.5 ); light.position.set( 0, 0, 1000 ); scene.add( light ); renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false } ); renderer.setClearColor( 0x777777 ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.autoClear = true; container.appendChild( renderer.domElement ); // stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); // listen for messages from the gui window.addEventListener( 'start-animation', onStartAnimation ); window.addEventListener( 'stop-animation', onStopAnimation ); window.addEventListener( 'pause-animation', onPauseAnimation ); window.addEventListener( 'step-animation', onStepAnimation ); window.addEventListener( 'weight-animation', onWeightAnimation ); window.addEventListener( 'crossfade', onCrossfade ); window.addEventListener( 'warp', onWarp ); window.addEventListener( 'toggle-lock-camera', onLockCameraToggle ); window.addEventListener( 'toggle-show-skeleton', onShowSkeleton ); window.addEventListener( 'toggle-show-model', onShowModel ); blendMesh = new THREE.BlendCharacter(); blendMesh.load( "models/skinned/marine/marine_anims.js", start ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onStartAnimation( event ) { var data = event.detail; blendMesh.stopAll(); // the blend mesh will combine 1 or more animations for ( var i = 0; i < data.anims.length; ++i ) { blendMesh.play(data.anims[i], data.weights[i]); } isFrameStepping = false; } function onStopAnimation( event ) { blendMesh.stopAll(); isFrameStepping = false; } function onPauseAnimation( event ) { ( isFrameStepping ) ? blendMesh.unPauseAll(): blendMesh.pauseAll(); isFrameStepping = false; } function onStepAnimation( event ) { blendMesh.unPauseAll(); isFrameStepping = true; timeToStep = event.detail.stepSize; } function onWeightAnimation(event) { var data = event.detail; for ( var i = 0; i < data.anims.length; ++i ) { blendMesh.applyWeight(data.anims[i], data.weights[i]); } } function onCrossfade(event) { var data = event.detail; blendMesh.stopAll(); blendMesh.crossfade( data.from, data.to, data.time ); isFrameStepping = false; } function onWarp( event ) { var data = event.detail; blendMesh.stopAll(); blendMesh.warp( data.from, data.to, data.time ); isFrameStepping = false; } function onLockCameraToggle( event ) { var shouldLock = event.detail.shouldLock; controls.enabled = !shouldLock; } function onShowSkeleton( event ) { var shouldShow = event.detail.shouldShow; blendMesh.showSkeleton( shouldShow ); } function onShowModel( event ) { var shouldShow = event.detail.shouldShow; blendMesh.showModel( shouldShow ); } function start() { blendMesh.rotation.y = Math.PI * -135 / 180; scene.add( blendMesh ); var aspect = window.innerWidth / window.innerHeight; var radius = blendMesh.geometry.boundingSphere.radius; camera = new THREE.PerspectiveCamera( 45, aspect, 1, 10000 ); camera.position.set( 0.0, radius, radius * 3.5 ); controls = new THREE.OrbitControls( camera ); controls.target = new THREE.Vector3( 0, radius, 0 ); controls.update(); // Set default weights blendMesh.animations[ 'idle' ].weight = 1 / 3; blendMesh.animations[ 'walk' ].weight = 1 / 3; blendMesh.animations[ 'run' ].weight = 1 / 3; gui = new BlendCharacterGui(blendMesh.animations); animate(); } function animate() { requestAnimationFrame( animate, renderer.domElement ); // step forward in time based on whether we're stepping and scale var scale = gui.getTimeScale(); var delta = clock.getDelta(); var stepSize = (!isFrameStepping) ? delta * scale: timeToStep; // modify blend weights blendMesh.update( stepSize ); gui.update(); THREE.AnimationHandler.update( stepSize ); renderer.render( scene, camera ); stats.update(); // if we are stepping, consume time // ( will equal step size next time a single step is desired ) timeToStep = 0; } </script> </body> </html>