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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p>
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3D models are available in hundreds of file formats, each with different
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purposes, assorted features, and varying complexity. Although
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<a href="https://github.com/mrdoob/three.js/tree/dev/examples/jsm/loaders" target="_blank" rel="noopener">
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three.js provides many loaders</a>, choosing the right format and
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workflow will save time and frustration later on. Some formats are
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difficult to work with, inefficient for realtime experiences, or simply not
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fully supported at this time.
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</p>
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<p>
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This guide provides a workflow recommended for most users, and suggestions
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for what to try if things don't go as expected.
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</p>
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<h2>Before we start</h2>
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<p>
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If you're new to running a local server, begin with
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[link:#manual/introduction/How-to-run-things-locally how to run things locally]
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first. Many common errors viewing 3D models can be avoided by hosting files
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correctly.
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</p>
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<h2>Recommended workflow</h2>
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<p>
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Where possible, we recommend using glTF (GL Transmission Format). Both
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<small>.GLB</small> and <small>.GLTF</small> versions of the format are
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well supported. Because glTF is focused on runtime asset delivery, it is
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compact to transmit and fast to load. Features include meshes, materials,
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textures, skins, skeletons, morph targets, animations, lights, and
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cameras.
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</p>
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<p>
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Public-domain glTF files are available on sites like
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<a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
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Sketchfab</a>, or various tools include glTF export:
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</p>
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<ul>
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<li><a href="https://www.blender.org/" target="_blank" rel="noopener">Blender</a> by the Blender Foundation</li>
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<li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
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<li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
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<li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
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<li><a href="https://www.sidefx.com/products/houdini/" target="_blank" rel="noopener">Houdini</a> by SideFX</li>
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<li><a href="https://labs.maxon.net/?p=3360" target="_blank" rel="noopener">Cinema 4D</a> by MAXON</li>
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<li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
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<li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
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<li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
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<li>…and <a href="http://github.khronos.org/glTF-Project-Explorer/" target="_blank" rel="noopener">many more</a></li>
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</ul>
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<p>
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If your preferred tools do not support glTF, consider requesting glTF
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export from the authors, or posting on
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<a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>.
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</p>
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<p>
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When glTF is not an option, popular formats such as FBX, OBJ, or COLLADA
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are also available and regularly maintained.
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</p>
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<h2>Loading</h2>
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<p>
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Only a few loaders (e.g. [page:ObjectLoader]) are included by default with
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three.js — others should be added to your app individually.
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</p>
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<code>
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
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</code>
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<p>
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Once you've imported a loader, you're ready to add a model to your scene. Syntax varies among
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different loaders — when using another format, check the examples and documentation for that
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loader. For glTF, usage with global scripts would be:
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</p>
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<code>
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const loader = new GLTFLoader();
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loader.load( 'path/to/model.glb', function ( gltf ) {
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scene.add( gltf.scene );
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}, undefined, function ( error ) {
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console.error( error );
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} );
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</code>
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<p>
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See [page:GLTFLoader GLTFLoader documentation] for further details.
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</p>
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<h2>Troubleshooting</h2>
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<p>
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You've spent hours modeling an artisanal masterpiece, you load it into
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the webpage, and — oh no! 😭 It's distorted, miscolored, or missing entirely.
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Start with these troubleshooting steps:
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</p>
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<ol>
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<li>
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Check the JavaScript console for errors, and make sure you've used an
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<em>onError</em> callback when calling <em>.load()</em> to log the result.
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</li>
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<li>
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View the model in another application. For glTF, drag-and-drop viewers
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are available for
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<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> and
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<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
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appears correctly in one or more applications,
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<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">file a bug against three.js</a>.
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If the model cannot be shown in any application, we strongly encourage
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filing a bug with the application used to create the model.
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</li>
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<li>
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Try scaling the model up or down by a factor of 1000. Many models are
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scaled differently, and large models may not appear if the camera is
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inside the model.
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</li>
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<li>
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Try to add and position a light source. The model may be hidden in the dark.
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</li>
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<li>
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Look for failed texture requests in the network tab, like
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<em>C:\\Path\To\Model\texture.jpg</em>. Use paths relative to your
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model instead, such as <em>images/texture.jpg</em> — this may require
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editing the model file in a text editor.
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</li>
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</ol>
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<h2>Asking for help</h2>
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<p>
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If you've gone through the troubleshooting process above and your model
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still isn't working, the right approach to asking for help will get you to
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a solution faster. Post a question on the
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<a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a> and, whenever possible,
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include your model (or a simpler model with the same problem) in any formats
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you have available. Include enough information for someone else to reproduce
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the issue quickly — ideally, a live demo.
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</p>
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</body>
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</html>
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