Open bertt opened 1 month ago
Apparently, we don't have any code to run the animations. They are accessible though. It looks like we are losing the name of the mesh when we are creating the instances from 3dtilesrenderer. So the animations can't hook to the mesh. Also, I've tried to make this animation works on iTowns, without success (from your issue) So some modif should be done in the external lib but also in iTowns
I've tried to use this to update the mixer:
view.render = function render() {
if(mixer){
mixer.update(clock.getDelta())
}
var g = view.mainLoop.gfxEngine;
g.renderView(view);
};
I had some doubts with the fact that AnimationMixer
indeed supported instanced meshes, but it seems I was wrong! I managed to make it working in three
with a simplified loader for the windmill glb file (i.e. GLTFLoader
+ traversal of the scene to convert each mesh to instanced meshes).
We have some work to do to make it working in itowns
:
3d-tiles-renderer-js
, leading to invalid references to meshes in animations. I will push a fix.3d-tiles-renderer-js
and propose a first quick & dirty solution. I'll open a proposal.P.S.: I'm on holidays until the first week of november, I will tackle this issue when I'm back!
@Desplandis I'm also looking forward to solving this problem
Hi, how can I start an animation on Instanced 3D Tiles containing a windmill (blades are animated), sample https://www.itowns-project.org/itowns/examples/3dtiles_loader.html?tileset=https://bertt.github.io/cesium_issues/i3dm_animating/issue/tileset.json
On Cesium it works see https://bertt.github.io/cesium_issues/i3dm_animating/issue/