So the goal is simple , I want to animate a 3D model , imported as .gltf file ( it has only 1 animation ).
I've been following the documentation steps :
https://threejs.org/docs/#manual/en/introduction/Animation-system
And some other examples from the interned , all of them look pretty much the same only few things modified but the idea is everytime the same.
My code ( what is commented are failed attempts ) :
let loader = new THREE.GLTFLoader();
loader.load('scene.gltf', function ( gltf ) {
GLTF = gltf;
let xMesh = gltf.scene.children[0];
scene.add(xMesh);//arWorldRoot.add(xMesh);
animation = new THREE.AnimationMixer(xMesh);
animation.clipAction(gltf.animations[0]).setDuration(8).play();
//scene.add( gltf.scene );
//animation = new THREE.AnimationMixer(gltf.scene);
//animation.clipAction(gltf.animations[0]).play();
//gltf.animations.forEach(( clip ) => {
//animation.clipAction(clip).play();
//});
//render();
}, undefined, function ( error ) {
console.error( error );
} );
....
....
....
function render() {
requestAnimationFrame(render);
var delta = new THREE.Clock().getDelta();
if (animation != null) {
animation.update(delta);
};
renderer.render(scene, camera);
}
The output I get from all these attempts is the 3D model is displayed but not animated.In devTools no error / warning.
It's pretty weird following the oficial documentation and not work , but I'm sure I'm missing something...
I tried the same code and had the same issue. With mine it was that getDelta() was returning 0 so the animation wasn't moving forward. To check the animation was working I just entered a value manually into the animation.update(), i.e. animation.update(0.01).