Three.js: Export SkinnedMesh with GTLFExporter
A base/starter fiddle for Three.js
by chrisphua
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - exporter - gltf</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<div style="position: fixed">
<button id="export_gltf">GLTFExporter: Download GLTF</button>
<button id="export_glb">GLTFExporter: Download GLB</button>
</div>
</body>
</html>
CSS
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
JavaScript
import * as THREE from "https://threejs.org/build/three.module.js";
import {
OrbitControls
} from "https://threejs.org/examples/jsm/controls/OrbitControls.js";
import {
GLTFExporter
} from "https://threejs.org/examples/jsm/exporters/GLTFExporter.js";
var camera, scene, renderer, mesh;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer();
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.x = 0;
camera.position.y = 6;
camera.position.z = 35;
// Create orbit.
new OrbitControls(camera, renderer.domElement);
// Create scene.
scene = new THREE.Scene();
const segmentHeight = 8;
const segmentCount = 4;
const height = segmentHeight * segmentCount;
const halfHeight = height * 0.5;
const sizing = {
segmentHeight: segmentHeight,
segmentCount: segmentCount,
height: height,
halfHeight: halfHeight,
};
const geometry = createGeometry(sizing);
const bones = createBones(sizing);
mesh = createMesh(geometry, bones);
scene.add(mesh);
camera.lookAt(mesh.position);
// Create ambient light and add to scene.
var light = new THREE.AmbientLight(0x404040); // soft white light
scene.add(light);
// Create directional light and add to scene.
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
// mesh.rotation.x += 0.005;
// mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
...