GLTF Animations

Video Lecture

GLTF Animations GLTF Animations GLTF Animations

Description

In this lesson, we will create the GLTF equivalent of the project created in the FBX animations lesson.

We use Blender to convert the main FBX model and it's related animation files, into GLB files.

Start Code

./src/server/server.ts

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import express from "express"
import path from "path"
import http from "http"

const port: number = 3000

class App {
    private server: http.Server
    private port: number

    constructor(port: number) {
        this.port = port
        const app = express()
        app.use(express.static(path.join(__dirname, '../client')))
        app.use('/build/three.module.js', express.static(path.join(__dirname, '../../node_modules/three/build/three.module.js')))
        app.use('/jsm/controls/OrbitControls', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/controls/OrbitControls.js')))
        app.use('/jsm/loaders/GLTFLoader', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/loaders/GLTFLoader.js')))
        app.use('/jsm/libs/stats.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/stats.module.js')))
        app.use('/jsm/libs/dat.gui.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/dat.gui.module.js')))

        this.server = new http.Server(app);
    }

    public Start() {
        this.server.listen(this.port, () => {
            console.log( `Server listening on port ${this.port}.` )
        })
    }
}

new App(port).Start()

./src/client/client.ts

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import * as THREE from '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import { GLTFLoader } from '/jsm/loaders/GLTFLoader'
import Stats from '/jsm/libs/stats.module'
import { GUI } from '/jsm/libs/dat.gui.module'

const scene: THREE.Scene = new THREE.Scene()
const axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)

var light1 = new THREE.PointLight();
light1.position.set(2.5, 2.5, 2.5)
scene.add(light1);

var light2 = new THREE.PointLight();
light2.position.set(-2.5, 2.5, 2.5)
scene.add(light2);


const camera: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 1000)
camera.position.set(0.8, 1.4, 1.0)

const renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.screenSpacePanning = true
controls.target.set(0, 1, 0)

let mixer: THREE.AnimationMixer
let modelReady = false;
let animationActions: THREE.AnimationAction[] = new Array()
let activeAction: THREE.AnimationAction
let lastAction: THREE.AnimationAction
const gltfLoader: GLTFLoader = new GLTFLoader();

gltfLoader.load(
    'models/vanguard.glb',
    (gltf) => {
        // gltf.scene.scale.set(.01, .01, .01)
        mixer = new THREE.AnimationMixer(gltf.scene);

        let animationAction = mixer.clipAction((gltf as any).animations[0]);
        animationActions.push(animationAction)
        animationsFolder.add(animations, "default")
        activeAction = animationActions[0]

        scene.add(gltf.scene);

        //add an animation from another file
        gltfLoader.load('models/vanguard@samba.glb',
            (gltf) => {
                console.log("loaded samba")
                let animationAction = mixer.clipAction((gltf as any).animations[0]);
                animationActions.push(animationAction)
                animationsFolder.add(animations, "samba")

                //add an animation from another file
                gltfLoader.load('models/vanguard@bellydance.glb',
                    (gltf) => {
                        console.log("loaded bellydance")
                        let animationAction = mixer.clipAction((gltf as any).animations[0]);
                        animationActions.push(animationAction)
                        animationsFolder.add(animations, "bellydance")

                        //add an animation from another file
                        gltfLoader.load('models/vanguard@goofyrunning.glb',
                            (gltf) => {
                                console.log("loaded goofyrunning");
                                (gltf as any).animations[0].tracks.shift() //delete the specific track that moves the object forward while running
                                let animationAction = mixer.clipAction((gltf as any).animations[0]);
                                animationActions.push(animationAction)
                                animationsFolder.add(animations, "goofyrunning")

                                modelReady = true
                            },
                            (xhr) => {
                                console.log((xhr.loaded / xhr.total * 100) + '% loaded')
                            },
                            (error) => {
                                console.log(error);
                            }
                        )
                    },
                    (xhr) => {
                        console.log((xhr.loaded / xhr.total * 100) + '% loaded')
                    },
                    (error) => {
                        console.log(error);
                    }
                )
            },
            (xhr) => {
                console.log((xhr.loaded / xhr.total * 100) + '% loaded')
            },
            (error) => {
                console.log(error);
            }
        )
    },
    (xhr) => {
        console.log((xhr.loaded / xhr.total * 100) + '% loaded')
    },
    (error) => {
        console.log(error);
    }
)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

var animations = {
    default: function () {
        setAction(animationActions[0])
    },
    samba: function () {
        setAction(animationActions[1])
    },
    bellydance: function () {
        setAction(animationActions[2])
    },
    goofyrunning: function () {
        setAction(animationActions[3])
    },
}

const setAction = (toAction: THREE.AnimationAction) => {
    if (toAction != activeAction) {
        lastAction = activeAction
        activeAction = toAction
        //lastAction.stop()
        lastAction.fadeOut(1)
        activeAction.reset()
        activeAction.fadeIn(1)
        activeAction.play()
    }
}

const gui = new GUI()
const animationsFolder = gui.addFolder("Animations")
animationsFolder.open()

const clock: THREE.Clock = new THREE.Clock()

var animate = function () {
    requestAnimationFrame(animate)

    controls.update()

    if (modelReady) mixer.update(clock.getDelta());

    render()

    stats.update()
};

function render() {
    renderer.render(scene, camera)
}
animate();

Blender

Mixamo

https://threejs.org/docs/#api/en/animation/AnimationMixer

https://threejs.org/docs/#api/en/animation/KeyframeTrack