使用Three.js加载Maya模型

MD *_*AIN 1 javascript html5 maya webgl three.js

我正在按照教程学习如何使用Three.js加载Maya模型.

一切都很好,但是教程只解释了如何使用一个纹理加载模型.

这是教程中的源代码:

function createScene(geometry, x, y, z, scale, tmap) {
            zmesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture(tmap)}));
            zmesh.position.set(x, y, z);
            zmesh.scale.set(scale, scale, scale);
            meshes.push(zmesh);
            scene.add(zmesh);
        }
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完整的JS Live Link

            var SCREEN_WIDTH = window.innerWidth;
        var SCREEN_HEIGHT = window.innerHeight;

        var container;

        var camera, scene;
        var canvasRenderer, webglRenderer;

        var mesh, zmesh, geometry, materials;

        var windowHalfX = window.innerWidth / 2;
        var windowHalfY = window.innerHeight / 2;

        var meshes = [];

        init();
        animate();

        function init() {

            container = document.createElement('div');
            document.body.appendChild(container);

            camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000);
            camera.position.x = 400;
            camera.position.y = 200;
            camera.position.z = 400;

            scene = new THREE.Scene();

            // LIGHTS
            var ambient = new THREE.AmbientLight(0x666666);
            scene.add(ambient);

            var directionalLight = new THREE.DirectionalLight(0xffeedd);
            directionalLight.position.set(0, 70, 100).normalize();
            scene.add(directionalLight);

            // RENDERER
            webglRenderer = new THREE.WebGLRenderer();
            webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
            webglRenderer.domElement.style.position = "relative";

            container.appendChild(webglRenderer.domElement);
            var loader = new THREE.JSONLoader(),
                callbackKey = function (geometry, materials) {
                    createScene(geometry, materials, 0, 0, 0, 6);
                };
            loader.load("chameleon.js", callbackKey);

            window.addEventListener('resize', onWindowResize, false);

        }

        function createScene(geometry, materials, x, y, z, scale) {


            zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
            zmesh.position.set(x, y, z);
            zmesh.scale.set(scale, scale, scale);
            meshes.push(zmesh);
            scene.add(zmesh);

        }

        function onWindowResize() {

            windowHalfX = window.innerWidth / 2;
            windowHalfY = window.innerHeight / 2;

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            webglRenderer.setSize(window.innerWidth, window.innerHeight);
        }

        function animate() {
            for (var i = 0; i < meshes.length; i++) {
                meshes[i].rotation.y += 0.01;
            }
            requestAnimationFrame(animate);
            render();
        }

        function render() {
            camera.lookAt(scene.position);
            webglRenderer.render(scene, camera);
        }
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但我的模型有四个纹理.我应该更改什么来加载所有这些?实时链接

Dar*_*ann 5

看来教程你的下面是忽略JSON模型格式的材料,只是简单地将几何和直接文本引用传递给单个纹理文件,如下所示:

var loader = new THREE.JSONLoader(),
    callbackKey = function(geometry) {createScene(geometry,  0, 0, 0, 15, "chameleon.jpg")};
loader.load("chameleon.js", callbackKey);
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JSONLoader不仅可以提取几何体,还可以提取数组中的所有材质.(参见:https://github.com/mrdoob/three.js/blob/master/src/loaders/JSONLoader.js第45行)然后您可以将此数组传递给MeshFaceMaterial(arrayOfMaterials),如下所示:

var loader = new THREE.JSONLoader();,
    callbackKey = function(geometry, materials) {createScene(geometry, materials, 0, 0, 0, 15, )};
loader.load("chameleon.js", callbackKey);
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然后在createScene函数中将第一行更改为:

zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
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编辑:添加有关修复Maya导出的详细信息

所以你的模型加载但是黑色.在这种情况下,问题出在模型文件中chameleon.js.看看每种材料colorAmbientcolorDiffuse属性.注意它们都是[0.0,0.0,0.0].这是Maya中已知的obj导出错误.所以你有3个选项来修复它.

1)打开chameleon.js文件并将所有colorAmbientcolorDiffuse行改为这样的东西(你需要使用值来使它看起来正确)

"colorAmbient" : [0.8, 0.8, 0.8],
"colorDiffuse" : [0.8, 0.8, 0.8],
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要么

2)在应用漫反射贴图之前的Maya中,始终确保首先应用默认颜色值.出于某种原因,一旦地图打开,您就无法再访问颜色属性,导出器使用默认值0.

要么

3)从Maya导出后,您可以通过更改以下行来更改OBJ文件:

Kd 0.00 0.00 0.00
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Kd 0.80 0.80 0.80
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我在家测试了这个,你的模型看起来很好,让我知道它是怎么回事?