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Learn Three.js - Fourth Edition

You're reading from   Learn Three.js - Fourth Edition Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Pages 554 pages
Edition 4th Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Summary

In this chapter, we looked at different ways you can animate your scene. We started with some basic animation tricks, moved on to camera movement and control, and ended by looking at animating models using morph targets and skeleton/bones animations.

When you have the render loop in place, adding simple animations is very easy. Just change a property of the mesh; in the next rendering step, Three.js will render the updated mesh. For more complex animations, you would usually model them in external programs and load them through one of the loaders provided by Three.js.

In the previous chapters, we looked at the various materials we can use to skin our objects. For instance, we saw how we can change the color, shininess, and opacity of these materials. What we haven’t discussed in detail yet, however, is how we can use external images (also called textures) together with these materials. With textures, we can easily create objects that look as if they are made out...

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