kandi X-RAY | glTF Summary
kandi X-RAY | glTF Summary
glTF (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.
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glTF Key Features
glTF Examples and Code Snippets
Trending Discussions on glTF
I'm using a
PlaneGeometry as water, and have added a ship (gltf model) on it. Problem is, when the boat slightly rests into the water, the water is shown inside the boat, even though the boat is afloat. Is there a way to clip the water when a boat (or other models/objects) intersect with it with motion?
ANSWERAnswered 2022-Mar-14 at 05:40
Effect of floating is made with sin function, applied to y-coordinate. You can use the same principle to make gltf model(ship) move on any coordinate axis.
I tried to export GLTF model from Blender to Three.js. It works. But I have some artifacts on Three.js with lighting and painting. I have lines and squares in Three.js and I don't know why.
I used only Principled BSDF node in Blender to painting my model. If I set material in Three.js (MeshPhongMaterial) it works fine. But not with Principled BSDF node from Blender. Any ideas?
I'm trying to make the object cast a shadow and react to the lighting. This works well with MeshPhongMaterial and with Principled BSDF. But in the second option, I don't like these black stripes....
ANSWERAnswered 2022-Mar-14 at 12:12
The usual approach to mitigate self-shadowing artifacts is to modulate the
bias property of your shadow-casting light. Try it with:
In this minimal react-three-fiber App I am trying to load and include the same GLTF model twice:...
ANSWERAnswered 2021-Aug-18 at 09:33
I am not an expert on
three.js, just based on what I find and try to answer your questions.
1. Only one eye is shown even there is 2 primitives defined
If you import the same model by using
useGLTF(), it will refer to the same object. Therefore, the 2 primitives are pointing to the same gltf and only last/one config is applied.
I'm trying to load a remote asset (.glb or .gltf) into the
ModelViewer in filament. The Google Filament sample-gltf-viewer shows a
RemoteServer object but I'm not seeing how I can load a remote asset from a URL (e.g. https://github.com/kelvinwatson/glb-files/raw/main/DamagedHelmet.glb)
I've tried the below but I get "Unable to parse glb file".
The code for RemoteServer doesn't indicate where we can pass a URL....
ANSWERAnswered 2022-Feb-24 at 20:21
Issue has been resolved. The issue was that I wasn't fully downloading the file, and that the
modelViewer.loadModelGlb needed to be called on the main thread.
Here is the working code:
Structure of my project 66% threejs model, 44% html (side control) using Bootstrap. I’m trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly. Please help me figure out and set up the correct coordination mouse with Canvas.
ANSWERAnswered 2022-Feb-22 at 09:34
I suggest you use
pointermove instead of
mousemove and also use
getBoundingClientRect() in your event listener:
ANSWERAnswered 2022-Feb-03 at 22:05
Load the texture, apply the texture to the object you want, then add the model to the scene:
I am stuck at this, I need to generate thumbnails from glb or gltf file to display it in the web browser, so the only active image will be original gltf files and others will be just thumbnails in the gallery, I tried to search it on every forum but I didn't get any idea or solution...
ANSWERAnswered 2022-Jan-25 at 07:48
You can load your glb or gltf file into a WebGLRenderer (three.js) and than read the canvas with
I have a problem adding a Bounding Box from an object in a different module. Right now, it is working fine as long as I write everything in my main function, but as soon as I create my function in a different file, and import in in the main file, it's not working anymore.
The error code I get :...
ANSWERAnswered 2022-Jan-24 at 08:15
I believe the problem is that I can't create the Bounding Boxes in a separate file, because it needs to be added to the scene in World.js.
Not so. Since a constructed
THREE.Mesh has a shape with extents (from its geometry) and a transform (by default, translated to the origin, with no scaling or rotation), Three.js can and will determine a bounding box from that information as though the mesh were in the scene. I've posted a demo of this on CodePen.
Nor should defining the object in one file and referencing it another make any difference, as long as the object is in scope and initialized at the time it's bound to.
Here, I suspect that you're assigning boule1Obj, boule2Obj, and boule3Obj in World.js. In that case, the imported function is being hoisted before the variables are assigned, and the function is seeingbinding to them as unassigned
camCollision() to accept the
bouleXObjs as arguments.
I have an AnimationMixer and I wanted to attach some logic to the end of the animation.
As the documentation instructs - I used addEventListener on the mixer, and it worked fine,
BUT when I tried to remove the listener it didn't work.
(I also tried to see if hasEventListener works, but no luck.)
The log for addEventListener is working
but removeEventListener and hasEventListener do not.
What am I missing? I could not find any explanations for this.
Would appreciate any help...
ANSWERAnswered 2022-Jan-07 at 17:05
RemoveEventListener() accepts a second argument to know which event to remove, but that function doesn’t get triggered on removal. Plus, it should be the same function each time, not a new one:
I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.
It is just a very simple example. You will see magic numbers in this example like:...
ANSWERAnswered 2021-Dec-14 at 09:38
The indices appear to be 16-bit integers instead of 8-bit integers:
No vulnerabilities reported
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