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New animation / skinning / ik
example
#24652
Conversation
The example looks awesome! However, there are some open poinst that have to be fixed: |
@Mugen87 thank you Sure, I've listed your points in a Also, because I needed the latest lil-gui version (v0.17.0), I have three.js/examples/webgl_animation_skinning_ik.html Lines 85 to 86 in 6f58595
-> do you want I'd rather upgrade the jsm/libs/lil-gui.module.min.js directly in this PR, or maybe in a separate one?
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And just for my info, why not including |
Yes. And because one animation library should be sufficient for the repo (like having What features are missing in the current lil-gui version that you need for the example? |
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Any chances to rewrite the code or simplify the example so you don't have to use a higher version of |
but can't we just upgrade -- otherwise if not possible, yes, what I can do is to put the controllers I wanted to show/hide into a folder (because I would prefer not to but I will, if you confirm it is too "risky" |
I'm not in favor to upgrade a lib that is used extensively in the repo just because one example needs a new feature. However, if you want to make a separate PR with upgrading |
I understand, I will downgrade to 0.16 then -> added to my tasks ;) |
Ok, found the |
✅ ok, all my tasks are now complete if you want to review @Mugen87 ;) |
About the screenshot, I've initially and naively generated it manually... Since I've checked on this failed CI task and now I understand it is supposed to be auto-generated to diff them... So I've tried generated a new one locally Is there a way to delay the moment the screenshot is taken? (in my case 2.5s may be enough) |
Currently no (will be fixed in #24109). Please just add the example to the test's exception list for now. |
✅ done |
I've downloaded the branch today and studied the example code in detail. Sorry for saying this but the code is still way too complicated. Yes, examples should be visually appealing but more importantly easy to understand and read. I suggest to post the code in its current (or original) state in the showcase category at the forum. An example in the repository has to be more simple. An example about inverse kinematics does not need any camera animations, multiple controls selection as well as post processing. Besides, the example does still not use the formatting and coding style of the other official examples. |
Looks much better now! Added a small clean up commit. I see the following warnings in the browser console though:
How can we get rid of these? |
Do you mind regenerating the screenshot? I've edited |
It's quite easy to "break" the example by translating the sphere along the x-axis. The result is an endless ping-pong effect: How do you think about setting Is that something that needs to be fixed in |
Indeed, I think this is due to I think this could ideally be solved by adding "pole targets" feature to
Sure, or we could get rid of |
Let's use
Sounds good! |
I will add it tomorrow + some tweaks on the glb and will mark the PR as ready once it is done ;) |
ok
https://abernier.name/three.js/examples/#webgl_animation_skinning_ik lgtm, but don't hesitate if anything else I can do |
I've realized right now that the model is from the Unity store and not available under a CC license. Since it is now part of a bigger asset, it is necessary to define a license for |
How should I proceed for this? |
Since you have exported the model from Blender, you are the author of the final asset. So you can define the license, in most cases one of CC, see https://creativecommons.org/licenses/. We usually add the license in the description like in https://threejs.org/examples/webgl_animation_skinning_morph (CC0 in this case). The important question is: Since you have purchased a model from the Unity store, you have to ensure if it's okay to reuse it for a different asset which is then licensed under CC. |
done in #24688 |
@abernier Amazing example! 🔥 |
Following up my previous PR about
CCDIKSolver
documentation, I'm now submitting a newanimation / skinning / ik
example I've made withCCDIKSolver
applied on a GLTF skinned mesh:This PR is deployed here with github-pages so you can preview it: https://abernier.github.io/three.js/examples/#webgl_animation_skinning_ik
I've added some useful lil-gui options, so users can play with the IK solver and bones.
Hope this could be useful and fun :)
TODO