We enable the ability to cast a shadow, and set the shadow resolution. Our directional light needs a position set the one I’ve chosen feels right, so let’s start with that.
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We also set its position 50 units above our center point feel free to experiment with this later. The hemisphere light is just casting white light, and its intensity is at 0.61. Let dirLight = new THREE.DirectionalLight(0xffffff, 0.54) ĭ = new THREE.Vector2(1024, 1024) Let hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.61) I’ll explain a bit more about what we’re doing afterwards: // Add lights We then add them to the scene using scene.add( light).
We’re going to create two lights, a hemisphere light, and a directional light. Without lights our camera has nothing to display. Note that scene, renderer and camera are initially referenced at the top of our project. All of this can be experimented with, but I recommend using these settings for now. After that, we’re positioning the camera to be 30 units back, and 3 units down. We’re setting the field of view to 50, the size to that of the window, and the near and far clipping planes are the default. That covers the first two things that Three.js needs. tPixelRatio(vicePixelRatio) ĭ(renderer.domElement) Note that because there is a bit at work here that would otherwise be in global scope, we’re wrapping our entire project in a function: (function() ) I’ve included explanations of what each are if you’re curious. This time I’m going to give all of these to you upfront, and I’ll let you know when we use them. In my last tutorial, I found myself making you run up and down your file adding variables at the top that needed to be shared in a few different places. You can now collapse your HTML and CSS panels, we will delve into that very little for the rest of the tutorial. The CSS also consists of a small amount of centering styling and the rest is just the loading animation really nothing more to it than that. Both of these dependencies are available as npm modules. We also load in two dependencies at the bottom of our HTML file: Three.js, and GLTFLoader (GLTF is the format that our 3D model is imported as). The canvas is what Three.js uses to render our scene, and the CSS sets this at 100% viewport size. Our HTML consists of a loading animation (currently commented out until we need it), a wrapper div and our all-important canvas element. Follow along by forking this pen, or copy the HTML and CSS from here into a blank project elsewhere.Ĭharacter Tutorial – Blank by Kyle Wetton ( CodePen. Let’s get the small amount of HTML and CSS out of the way. This is done in Blender and the animations are from Adobe’s free animation repo, Mixamo. The model we use has ten animations loaded into it, at the bottom of this tutorial, I’ll explain how its set up. We’re going to use Three.js, and I’m going to assume you have a handle on JavaScript.Ĭharacter Tutorial – Final by Kyle Wetton ( CodePen. Here’s the demo (click on Stacy, and move your mouse around the Pen to watch her follow it).
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This tutorial shows you how to do the same with a model we chose named Stacy. And ass if that wasn’t enough, you could even click on me and I’d do stuff. When you’re ready you might be able to tackle trickier projects like these….Ever had a personal website dedicated to your work and wondered if you should include a photo of yourself in there somewhere? I recently figured I’d go a couple steps further and added a fully interactive 3D version of myself that watched the user’s cursor as they navigated around my screen. Harry Potter style wand model that’ll be ready for 3d printing An awkward relationship with the default cube.Ģ3:15 5.Working with keyframes in the Timeline and the Dopesheet.At least 2 methods of navigating around the 3D world.I’m hoping you’ll consider this as a worthy fun option! If you’ve been wanting to pass on the gift of 3D laughter to others (the little cube punishing monsters are everywhere!) and maybe you’ve been bookmarking potentials. Yup, little pyschopaths on my hands right? #savethedefaultcube They make me punish that little guy in all kinds of crazy physics simulations and by the end of it they’re usually in fits of laughter. Or maybe they love it so much it makes them go crazy! Do you remember opening Blender for the first time? Were you doing physics simulations and drawing cartoon faces within 10 minutes? If so, you can relive that experience in this video! ?Ĭonfession time – My kids are 6 & 8 years old, and they seem to hate Blender’s default cube.