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Editor should have most of THREE's features #16234
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If you have used the threejs inspector chrome extension (which is not really operational anymore, especially for modules) https://chrome.google.com/webstore/detail/threejs-inspector/dnhjfclbfhcbcdfpjaeacomhbdfjbebi?hl=en you can see it has many options for adjusting material scale/wrapping and lighting attributes. This lets you take you current screen and adjust elements in real time (like materials, bump map scaling etc) and is great for experimenting. It would be great if the editor could be fired up for any active scene (by including it as a module) like a dev tools for three.js and relevant to this issue it would be great if you could really access all properties - so perhaps where there is no UI to adjust something you could still set it using some custom json against that scene object? |
I'm hoping we can create an official extension later this year. |
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Can I please leave my two cents regarding the Editor supporting export of animations. This would be a very valuable feature to have. I love using the editor so a thank you to everyone for creating it and all of it's features! |
You can already export animated models to glTF. |
@mrdoob What do you think about introducing There are use cases where animation clips are not necessarily assigned to a single 3D object e.g. when using |
@Mugen87 Hmm, what about adding it to |
Normally I would expect that clicking on objects in a 3D editor shows the respective animations. If the animations are added to Think about importing multiple animated glTF assets into the editor. Once you reload the scene, you would not know which animations belong to which model. Besides, how would this work if you just want to export a single object (and not a scene)? |
I was thinking it would be a reference list, instead of a flat array. In fact, the editor already has a I think a centralized list of animations is also how glTF does it. If we added them to
I think it's okay to not support animations when exporting single objects. |
If we serialize animation clips similar to materials or geometries, this won't happen. 3D object would point with UUIDs to their clips. Nevertheless, I see you favor the |
On the topic of animation, I was looking at this the other day and wondering how to re-use character animations (walking, running) across multiple models, so yes for me animation may be relevant to more than model in the scene. I've barely used animations the three so I've not idea what the technical limitations of that are. On a tangent it would still be great if the editor could be hooked up to an existing (non-editor created) THREE scene, via extension or included as a module, as a way to play with the scene in memory (adjusting lights etc) - perhaps this is already possible? I was playing with the idea of a 3d interactive storybook tool (https://dojo3d.webprofusion.com) and a lot of the coding effort for kids using it is spent messing with positions/scale etc of objects. |
@mrdoob Do you know the origin of the following code section in three.js/src/loaders/ObjectLoader.js Lines 133 to 137 in 45b0103
I do not understand how |
I've implemented this approach today here: Mugen87@c27d8c2 https://raw.githack.com/Mugen87/three.js/8917105377839889844f77c127d4d479f1844998/editor/index.html My conclusion is that managing animations on
To sum up: I do not recommend to manage animations on scene level. If we do this on object level, we can still ensure that clips are serialized once and not nested inside the JSON structure. Sorry but I'm currently not able to see the benefits of having animations on scene level. Benefits which justify the additional complexity in code. It's like assigning materials to |
@Mugen87 Thanks a lot for giving a try 🙏 Yes, lets add |
What do you want to add? |
Well, I was thinking of adding more THREE stuff like extrude or shape, but you have already in the code, so maybe layers, line or others functionalities like focus or isolate objects?. |
Does the editor support GLTF variants? If not would it be a good issue to work on? |
Description of the problem
There are several features of
THREE
that aren't accessible from the Editor. When I say accessible, I mean combination of:Ideally, the Editor should be capable of creating and editing most objects and features that the API contains. This issue is really more to keep track of what the Editor can and can't do currently. I'm listing features that I think the Editor would be capable of handling.
Cameras
PerspectiveCamera
OrthographicCamera
ArrayCamera
CubeCamera
StereoCamera
Core
BufferAttribute
BufferGeometry
Layers
InstancedBufferAttribute
InstancedBufferGeometry
InstancedInterleavedBuffer
* (Serialize Instance Buffer Geometry and Interleaved Buffers #16050)InterleavedBufferAttribute
Geometry
BoxGeometry
CircleGeometry
ConeGeometry
CylinderGeometry
DodecahedronGeometry
EdgesGeometry
*ExtrudeGeometry
IcosahedronGeometry
LatheGeometry
OctahedronGeometry
PlaneGeometry
RingGeometry
ShapeGeometry
SphereGeometry
TetrahedronGeometry
TorusGeometry
TorusKnotGemetry
TubeGeometry
WireframeGeometry
**Lights
AmbientLight
DirectionalLight
HemisphereLight
PointLight
RectAreaLight
(Editor: Add RectAreaLight #16251)SpotLight
LightProbe
Materials
LineBasicMaterial
LineDashedMaterial
MeshBasicMaterial
MeshDepthMaterial
MeshLambertMaterial
MeshMatcapMaterial
MeshNormalMaterial
MeshPhongMaterial
MeshPhysicalMaterial
MeshStandardMaterial
MeshToonMaterial
PointsMaterial
RawShaderMaterial
ShaderMaterial
ShadowMaterial
SpriteMaterial
Objects
Group
LOD
Line
LineLoop
LineSegments
Mesh
InstancedMesh
Points
SkinnedMesh
Sprite
Textures
Texture
(properties not editable Texture panel for all textures in Threejs Editor #13882, THREE JS Editor: Added texture's properties to UI Texture object #15695)CubeTexture
(CubeTexture Support for the Threejs Editor #13880)VideoTexture
Misc
* = Serializable, but not deserializable
** = Serializable, but not as the original geometry (i.e.
WireframeGeometry
is serialized asBufferGeometry
)Three.js version
Browser
OS
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