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GLTF Animations

Tip

This course was updated in 2024. For the newer content, please visit GLTF Animations

Video Lecture

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.

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Resources

If you don't want to use Blender to convert the fbx files into glb as shown in the video, then you can direct download them and save into ./dist/client/models

Start Script

./src/client/client.ts

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

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

const light1 = new THREE.PointLight(0xffffff, 100)
light1.position.set(2.5, 2.5, 2.5)
scene.add(light1)

const light2 = new THREE.PointLight(0xffffff, 100)
light2.position.set(-2.5, 2.5, 2.5)
scene.add(light2)

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0.8, 1.4, 1.0)

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

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

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

gltfLoader.load(
  'models/vanguard.glb',
  (gltf) => {
    // gltf.scene.scale.set(.01, .01, .01)

    mixer = new THREE.AnimationMixer(gltf.scene)

    const 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')
    //         const 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')
    //                 const 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
    //                         const 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 = new Stats()
document.body.appendChild(stats.dom)

const 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 = new THREE.Clock()

function animate() {
  requestAnimationFrame(animate)

  controls.update()

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

  render()

  stats.update()
}

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

animate()

Final Script

./src/client/client.ts

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

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

const light1 = new THREE.PointLight(0xffffff, 1000)
light1.position.set(2.5, 2.5, 2.5)
scene.add(light1)

const light2 = new THREE.PointLight(0xffffff, 1000)
light2.position.set(-2.5, 2.5, 2.5)
scene.add(light2)

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0.8, 1.4, 1.0)

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

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

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

gltfLoader.load(
  'models/vanguard.glb',
  (gltf) => {
    // gltf.scene.scale.set(.01, .01, .01)

    mixer = new THREE.AnimationMixer(gltf.scene)

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

const 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 = new THREE.Clock()

function animate() {
  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

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