Skip to content

FBX Model Loader

Video Lecture

FBX Loader FBX Model Loader

Description

The FBX format is used to provide interoperability between digital content creation applications and game engines such as Blender, Maya, Autodesk, Unity, Unreal and many others. It supports many features such as 3D models, scene hierarchy, materials, lighting, animations, bones and more.

<>

Resources

For this exercise, you should download the character model named "Kachujin G Rosales" from Mixamo and save it into your ./dist/client/models folder. Save it using the FBX Binary(.fbx) and T-Pose options.

or, direct download Kachujin G Rosales.fbx and save into ./dist/client/models

Lesson Script

./src/client/client.ts

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader'
import Stats from 'three/examples/jsm/libs/stats.module'

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

const light = new THREE.PointLight(0xffffff, 50)
light.position.set(0.8, 1.4, 1.0)
scene.add(light)

const ambientLight = new THREE.AmbientLight()
scene.add(ambientLight)

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)

//const material = new THREE.MeshNormalMaterial()

const fbxLoader = new FBXLoader()
fbxLoader.load(
    'models/Kachujin G Rosales.fbx',
    (object) => {
        // object.traverse(function (child) {
        //     if ((child as THREE.Mesh).isMesh) {
        //         // (child as THREE.Mesh).material = material
        //         if ((child as THREE.Mesh).material) {
        //             ((child as THREE.Mesh).material as THREE.MeshBasicMaterial).transparent = false
        //         }
        //     }
        // })
        // object.scale.set(.01, .01, .01)
        scene.add(object)
    },
    (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)

function animate() {
    requestAnimationFrame(animate)

    controls.update()

    render()

    stats.update()
}

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

animate()

Mixamo

https://en.wikipedia.org/wiki/FBX

International System of Units

Troubleshooting

404 Error loading Blob.

There is a problem with FBXLoader loading embedded textures in [email protected], [email protected] and [email protected].

The error in the console will show a 404 error when trying to load any texture blobs embedded in the model.

The issue was fixed in [email protected].

If your model loads, but the textures fail to render, then be sure to update your Three.js to the latest version and try again.

npm install three@latest

The model is too dark or too bright.

Three r155+ contains a major change in context of lighting. Now, also consider the intensity of your lights if you find that it is too dark to too bright.

E.g., using these two intensities (1000 or 50) will produce a different result in the above example.

const light = new THREE.PointLight(0xffffff, 1000)
const light = new THREE.PointLight(0xffffff, 50)

Comments