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support three JSON model with Skeletal Animation #87
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msj121
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Sep 14, 2016
It was necessary to make sure each material has "skinning" set to true. I also added the ability to morphTargets to true for some future Morph animations on SkinnedMeshes (needs some thought there, so I didn't add any additional code, but the above materials will allow custom scripts to later be added by someone using this library to create and play morph animations until we have a proper solution).... This will solve c-frame#87, as well as c-frame#86
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Thanks @msj121, tested and works like a charm : ) |
My pleasure, nice to be able to commit back to this component as I really like the code and I am using it a lot so far :). As you can see I just modified your code a little bit to get it working. |
Looks like we're good here, with some more upcoming changes from msj121's #91. Thanks all! |
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After updating current json loader in dc4d360 I managed to load the knight model with bones.
However the animation can not be triggered.
playAnimation fired without any error while animation didn't start.
I am looking at how this function has been setup but could not find out why it's not started yet.
` playAnimation: function () {
var clip,
data = this.data,
animations = this.model.animations || this.model.geometry.animations || [];
},`
Source code for http://threejs.org/examples/webgl_animation_skinning_morph.html
`mesh = new THREE.SkinnedMesh( geometry, new THREE.MultiMaterial( materials ) );
...
mixer = new THREE.AnimationMixer( mesh );
bonesClip = geometry.animations[0];
...
root = rootObjects[ 0 ],
action = null,
API = {
'play()': function play() {
action = mixer.clipAction( clip, root );
action.play();
},
....
`
Any thoughts anyone?
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