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I just started writing a md5 importer for Three.js and I am currently simply loading the first mesh defined in the .md5mesh file and add the associated informations to a THREE.Geometry instance,
but h…
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Hi!
Line 73 in DepthMapPass.as reads:
_numUsedStreams = 2;
But it should actually read:
(UPDATE 1: Actually, it shoud be 2 and possibly more [skinning data? applies to the other case as well], b…
ghost updated
11 years ago
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I am trying to run the "webgl - animation - skinning" example with various other animated .js models in place of the "animated buffalo" provided--all to no avail with the same error re. "THREE.js Anim…
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Doesn't walk, jump or punch
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The animation XMLs are split into seperate animations. Combine them into less files to help load times.
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I use Skeletal animation in my scene and I want to add shadow to the animated mesh, but I fail.
When I examine the code, it seems that only "_depthMaterialMorph" is provided(in WebGLRenderer.js line…
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Hello world,
in order to get an exported animation from 3ds max - opencollada
rendered in webgl - three - by using ColladaLoader()
(from your examplecode webgl_collada.html)
I ran into unexpected be…
6ert updated
12 years ago
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Hi guys,
I just discovered three.js about a week ago and whoa... what a great great toolset!
I´ve been dreaming about something like this for a long time, the possibilities are just... well, whoa a…
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Even though the underlying _ColladaModel_ class already loads skinned mesh animations, the animation data still has to be converted to the XNA content model (based on _NodeContent_).