我正在关注关于如何使用Three.js加载Maya模型的this教程.
一切都很好,但是本教程仅说明了如何使用一种纹理加载模型.
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);
}
全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);
}
但是我的模型有四个纹理.我应该改变什么来加载所有这些?Live Link
解决方法:
看来您所遵循的教程忽略了JSON模型格式的材料,而只是将几何图形和纯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);
JSONLoader不仅提取几何图形,而且提取数组中的所有材料. (请参阅:https://github.com/mrdoob/three.js/blob/master/src/loaders/JSONLoader.js行45)然后可以像下面这样将数组传递给MeshFaceMaterial(arrayOfMaterials):
var loader = new THREE.JSONLoader();,
callbackKey = function(geometry, materials) {createScene(geometry, materials, 0, 0, 0, 15, )};
loader.load("chameleon.js", callbackKey);
然后在createScene函数中,将第一行更改为:
zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
编辑:添加有关修复Maya导出的详细信息
因此,您的模型正在加载但黑色.在这种情况下,问题出在模型文件chameleon.js中.看一下每种材质的colorAmbient和colorDiffuse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.因此,您有3个解决方案.
1)打开chameleon.js文件,并将所有colorAmbient和colorDiffuse行更改为如下所示(您需要使用这些值以使其看起来正确)
"colorAmbient" : [0.8, 0.8, 0.8],
"colorDiffuse" : [0.8, 0.8, 0.8],
要么
2)在Maya中,应用漫反射贴图之前,请始终确保先应用默认颜色值.由于某种原因,一旦地图打开,您将无法再访问color属性,并且导出器将使用默认值0.
要么
3)从Maya导出后,您可以通过更改以下几行来更改OBJ文件:
Kd 0.00 0.00 0.00
至
Kd 0.80 0.80 0.80
我已经在家里对此进行了测试,您的模型看起来不错,请告诉我情况如何?