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