<button onclick="saveSkeleton()">Save</button>
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
// Simple three.js example
var mesh, renderer, scene, camera, controls,armSkeleton;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// controls
controls = new THREE.OrbitControls( camera );
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20, 20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
// material
var material = new THREE.MeshPhongMaterial( {
color: 0x00ffff,
flatShading: true,
transparent: true,
opacity: 0.7,
} );
// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var bones = [];
var shoulder = new THREE.Bone();
var elbow = new THREE.Bone();
var hand = new THREE.Bone();
shoulder.add( elbow );
elbow.add( hand );
bones.push( shoulder );
bones.push( elbow );
bones.push( hand );
shoulder.position.y = -5;
elbow.position.y = 0;
hand.position.y = 5;
armSkeleton = new THREE.Skeleton( bones );
console.log('Skeleton after creation',armSkeleton)
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function saveSkeleton(){
var options = {
trs: false,
onlyVisible: true,
truncateDrawRange: true,
embedImages: true,
animations: [],
forceIndices: false,
forcePowerOfTwoTextures: false
};
// Instantiate a exporter
var exporter = new THREE.GLTFExporter( options );
//Create dummy mesh to attach skeleton to
var geometry = new THREE.SphereGeometry( 5, 32, 32 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var mesh = new THREE.SkinnedMesh( geometry, material );
var rootBone = armSkeleton.bones[ 0 ];
mesh.add( rootBone );
mesh.bind( armSkeleton );
// Parse the input and generate the glTF output
exporter.parse( mesh, function ( gltf ) {
console.log( 'Data to save', gltf );
//downloadJSON( gltf );
}, options );
}
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