How to use the Bone function from three
Find comprehensive JavaScript three.Bone code examples handpicked from public code repositorys.
three.Bone is a type of object in the Three.js library that represents a bone in a skeletal animation system.
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})().then(function (objects) { var node; // .isBone isn't in glTF spec. See .markDefs if (nodeDef.isBone === true) { node = new THREE.Bone(); } else if (objects.length > 1) { node = new THREE.Group(); } else if (objects.length === 1) { node = objects[0];
+ 14 other calls in file
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}); return Promise.all(pending); }()).then(objects => { let node; if (nodeDef.isBone === true) { node = new three.Bone(); } else if (objects.length > 1) { node = new three.Group(); }
How does three.Bone work?
three.Bone is a class in the Three.js library that represents a bone used in skeletal animations, which is part of a hierarchy of bones that can be used to animate a 3D model by manipulating its vertices. When a bone is transformed, all of its descendants are transformed as well, making it a useful tool for animating complex models.
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if (geometry && geometry.bones !== undefined) { // first, create array of 'Bone' objects from geometry data for (let i = 0, il = geometry.bones.length; i < il; i += 1) { const gbone = geometry.bones[i]; // create new 'Bone' object const bone = new three_1.Bone(); bones.push(bone); // apply values bone.name = gbone.name; bone.position.fromArray(gbone.pos);
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var matrix = new THREE.Matrix4(); var _node; if (node.jointName) { _node = new THREE.Bone(); _node.name = node.name !== undefined ? node.name : node.jointName; _node.jointName = node.jointName; } else { _node = new THREE.Object3D();
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Ai Example
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const bone = new THREE.Bone(); bone.position.y = 5; bone.position.x = 2; bone.rotation.z = Math.PI / 2;
This code creates a new Bone instance, sets its position and rotation properties, and stores it in the bone variable. The Bone can then be added to a Skeleton instance or used to create a hierarchical bone structure.
GitHub: VeinKowal/veins
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return Promise.all(pending); }().then(function (objects) { var node; // .isBone isn't in glTF spec. See ._markDefs if (nodeDef.isBone === true) { node = new _three.Bone(); } else if (objects.length > 1) { node = new _three.Group(); } else if (objects.length === 1) { node = objects[0];
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skeleton.rawBones.forEach( function ( rawBone, i ) { if ( rawBone.ID === parent.ID ) { var subBone = bone; bone = new THREE.Bone(); // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id bone.name = THREE.PropertyBinding.sanitizeNodeName( name ); bone.ID = id;
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var nodeDef = json.nodes[nodeIndex]; return new Promise(function (resolve) { // .isBone isn't in glTF spec. See .markDefs if (nodeDef.isBone === true) { resolve(new THREE.Bone()); } else if (nodeDef.mesh !== undefined) { parser.getDependency('mesh', nodeDef.mesh).then(function (mesh) { var node;
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// https://threejs.org/docs/#api/en/helpers/SkeletonHelper // https://threejs.org/docs/#api/en/objects/SkinnedMesh const THREE = require('three'); const _Skeleton = THREE.Skeleton; const _Bone = THREE.Bone; //const Vector3 = THREE.Vector3; //const Matrix4 = THREE.Matrix4; const Bone = require("./Bone");
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case 'NurbsCurve': model = this.createCurve(relationships, geometryMap); break; case 'LimbNode': case 'Root': model = new THREE.Bone(); break; case 'Null': default: model = new THREE.Group();
three.Vector3 is the most popular function in three (22341 examples)