How load humanoid gltf/glb and play mixamo animation clip ?
To load a humanoid GLTF/GLB model and play a Mixamo animation clip in Needle Engine, follow this step-by-step approach:
-
Load the GLTF Model:
- Use
GLTFLoader
from Three.js to load your humanoid model.
- Use
-
Set Up the Animation:
- Once the model is loaded, extract the animations associated with it. Mixamo animations can be imported directly if they have been baked into the GLTF.
-
Playing the Animation:
- Use
AnimationMixer
to manage and play the animations.
- Use
Here’s a sample code to illustrate the above steps:
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { AnimationMixer } from 'three';
const loader = new GLTFLoader();
let mixer;
loader.load('path/to/your/humanoid.glb', (gltf) => {
const model = gltf.scene;
scene.add(model); // Add the model to the scene
// Create AnimationMixer for the loaded model
mixer = new AnimationMixer(model);
// Add all animations from the loaded GLTF
gltf.animations.forEach((clip) => {
mixer.clipAction(clip).play();
});
});
// In your animation update loop:
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(deltaTime); // Update mixer with delta time
renderer.render(scene, camera);
}
animate();
Considerations:
- Ensure that the paths for your GLTF/GLB files are correct.
- Ensure to set the correct animation blending options if multiple animations should play together.
- You may need additional configuration based on the specifics of your scene setup in Needle Engine.
For deeper integration or specific setups, feel free to ask!
3 replies left
thread_mb0f5mudQDI5RZXjoyXWWt4I
Reply to this message to continue the conversation
how work with humanoid avatar in needle engine
To work with humanoid avatars in Needle Engine, you typically follow these steps:
-
Importing the Humanoid Avatar:
- Use a compatible format like GLTF/GLB that supports humanoid rigging. Ensure your model is correctly rigged in your 3D modeling tool (like Blender or Unity).
-
Loading the Avatar:
- Use the provided loaders in Needle Engine to import the model into your scene. This generally involves specifying the model path and handling its animations.
-
Setting Up Animations:
- If your avatar has animations (e.g., from Mixamo), you need to use an animation mixer or similar system to manage and play these animations when the avatar is loaded.
-
Customizing Avatar Behavior:
- You may want to create custom behaviors or components that interact with the avatar, such as movement controls or interaction handlers.
-
Integrating Interactions:
- To enable user interactions, you might need to add event listeners or behaviours that detect and respond to input.
Here’s some example pseudocode to illustrate initializing and manipulating a humanoid avatar:
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
const loader = new GLTFLoader();
let avatar;
loader.load('path/to/humanoid.glb', (gltf) => {
avatar = gltf.scene; // Access the loaded model
scene.add(avatar); // Add to the Needle Engine scene
// Set up animations if available
const mixer = new AnimationMixer(avatar);
gltf.animations.forEach((clip) => mixer.clipAction(clip).play());
// Custom behavior can be added here
});
// Animation loop
function update() {
const deltaTime = clock.getDelta(); // Assuming you have a clock in your code
if (mixer) mixer.update(deltaTime); // Update animations
renderer.render(scene, camera);
}
Make sure to refer to the Needle Engine documentation for more details on specific functions and classes needed. For any particular questions or advanced setups, let me know!
2 replies left
thread_mb0f5mudQDI5RZXjoyXWWt4I
Reply to this message to continue the conversation
Hi, does your mixamo clip play correctly in Unity?
Do you mean
- importing humanoid avatars (VRM?) at runtime, and then applying FBX clips from Mixamo, or
- importing humanoid avatars in the Unity Editor, applying FBX clips from Mixamo, then exporting to the web?
For (2), that should “just work” – make sure to set your imported file to “Humanoid” rig import. Mixamo clips imported as “humanoid” should then just work.
I mean 1. Or loadgltf file at runtime.how? like ready player me.