Graphics Reference
In-Depth Information
3. Next, we need to create THREE.Mesh and add it to the scene:
car = new THREE.Mesh(model,new
THREE.MeshFaceMaterial( materials ));
scene.add(car);
As you can see, we follow the standard way of creating THREE.Mesh and
add it to the scene just like any other object.
4. Now that we've got an object in the scene that can be morphed, we can
use the morphTargetInfluences property to set how much the object is
morphed into a specific direction. In the example for this recipe, we used the
UI to control this setting as follows:
gui.add(control, 'mt_1',
0,1).step(0.01).listen().onChange(function(a){
car.morphTargetInfluences[1] = a;
});
gui.add(control, 'mt_2',
0,1).step(0.01).listen().onChange(function(a){
car.morphTargetInfluences[2] = a;
});;
gui.add(control, 'mt_3',
0,1).step(0.01).listen().onChange(function(a){
car.morphTargetInfluences[3] = a;
});
The model we used in this recipe has four morph targets (with names mt_0 ,
mt_1 , mt_2 , and mt_3 ), its base state and three other car models. By in-
creasing the morphTargetInfluence object of one of those other models,
we can morph the model into that direction.
As you can see in this recipe, by simply changing the value of a specific morphTar-
getInfluences value, you can change the way your model looks.
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