webgl_animation_skinning_blending

by dledle2

HTML

<base href="https://rawcdn.githack.com/mrdoob/three.js/r151/examples/" />

<script async src="https://cdn.jsdelivr.net/npm/[email protected]/dist/es-module-shims.js"></script>

<script type="importmap">
{
		"imports": {
			"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
			"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
		}
}
</script>

<div id="container"></div>

CSS

canvas {
  position: absolute;
  inset: 0;
}

JavaScript

import * as THREE from 'three';

import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

let scene, renderer, camera, stats;
let model, skeleton, mixer, clock;

const crossFadeControls = [];

let idleAction, walkAction, runAction;
let idleWeight, walkWeight, runWeight;
let actions, settings;

let singleStepMode = false;
let sizeOfNextStep = 0;

init();

function init() {

  const container = document.getElementById( 'container' );

  camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
  camera.position.set( 1, 2, - 3 );
  camera.lookAt( 0, 1, 0 );

  clock = new THREE.Clock();

  scene = new THREE.Scene();
  scene.background = new THREE.Color( 0xa0a0a0 );
  scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );

  const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  hemiLight.position.set( 0, 20, 0 );
  scene.add( hemiLight );

  const dirLight = new THREE.DirectionalLight( 0xffffff );
  dirLight.position.set( - 3, 10, - 10 );
  dirLight.castShadow = true;
  dirLight.shadow.camera.top = 2;
  dirLight.shadow.camera.bottom = - 2;
  dirLight.shadow.camera.left = - 2;
  dirLight.shadow.camera.right = 2;
  dirLight.shadow.camera.near = 0.1;
  dirLight.shadow.camera.far = 40;
  scene.add( dirLight );

  // scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );

  // ground

  const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
  mesh.rotation.x = - Math.PI / 2;
  mesh.receiveShadow = true;
  scene.add( mesh );

  const loader = new GLTFLoader();
  loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {

    model = gltf.scene;
    scene.add( model );

    model.traverse( function ( object ) {

      if ( object.isMesh ) object.castShadow = true;

    } );

    //

    skeleton = new...