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HTML

              
                <!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    
    <!-- Imporant meta information to make the page as rigid as possible on mobiles, to avoid unintentional zooming on the page itself  -->
    <meta name="viewport" content="width=device-width, height=device-height, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">

    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Character Tutorial</title>
    
</head>
<body>
  
  <!-- The loading element overlays all else until the model is loaded, at which point we remove this element from the DOM -->  
<!-- <div class="loading" id="js-loader"><div class="loader"></div></div> -->
  
<div class="wrapper">
    <!-- The canvas element is used to draw the 3D scene -->
<canvas id="c"></canvas>

</div>
</body>
</html>

<!-- The main Three.js file -->
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/108/three.min.js'></script>

<!-- This brings in the ability to load custom 3D objects in the .gltf file format. Blender allows the ability to export to this format out the box -->
<script src='https://cdn.jsdelivr.net/gh/mrdoob/Three.js@r92/examples/js/loaders/GLTFLoader.js'></script>

              
            
!

CSS

              
                body,
html {
  margin: 0;
  padding: 0;
  background: #25252B;
}
* {
  touch-action: manipulation;
}
*,
*:before,
*:after {
  box-sizing: border-box;
}
body {
  position: relative;
  color: white;
  letter-spacing: 2px;
  font-size: 11px;
  font-family: 'Poppins', sans-serif;
  width: 100%;
  height: 100vh;
}
.wrapper {
  display: flex;
  flex-direction: column;
  justify-content: center;
  align-items: center;
}
#c {
  position: absolute;
  top: 0;
  width: 100%;
  height: 100%;
  display: block;
}

.loading {
  position: fixed;
  z-index: 50;
  width: 100%;
  height: 100%;
  top: 0; left: 0;
  background: #f1f1f1;
  display: flex;
  justify-content: center;
  align-items: center;
}

.loader{
  -webkit-perspective: 120px;
  -moz-perspective: 120px;
  -ms-perspective: 120px;
  perspective: 120px;
  width: 100px;
  height: 100px;
}

.loader:before{
  content: "";
  position: absolute;
  left: 25px;
  top: 25px;
  width: 50px;
  height: 50px;
  background-color: #9bffaf;
  animation: flip 1s infinite;
}

@keyframes flip {
  0% {
    transform: rotate(0);
  }

  50% {
    transform: rotateY(180deg);
  }

  100% {
    transform: rotateY(180deg)  rotateX(180deg);
  }
}
              
            
!

JS

              
                (function() {
  // Set our main variables
  let scene,  
    renderer,
    camera,
    model,                              // Our character
    neck,                               // Reference to the neck bone in the skeleton
    waist,                               // Reference to the waist bone in the skeleton
    possibleAnims,                      // Animations found in our file
    mixer,                              // THREE.js animations mixer
    idle,                               // Idle, the default state our character returns to
    clock = new THREE.Clock(),          // Used for anims, which run to a clock instead of frame rate 
    currentlyAnimating = false,         // Used to check whether characters neck is being used in another anim
    raycaster = new THREE.Raycaster(),  // Used to detect the click on our character
    loaderAnim = document.getElementById('js-loader');

  init();

  function init() {
    
    const canvas = document.querySelector('#c');
    const backgroundColor = 0xf1f1f1;

    // Init the scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color(backgroundColor);
    scene.fog = new THREE.Fog(backgroundColor, 60, 100);

    // Init the renderer
    renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
    renderer.shadowMap.enabled = true;
    renderer.setPixelRatio(window.devicePixelRatio);
    document.body.appendChild(renderer.domElement);

    // Add a camera
    camera = new THREE.PerspectiveCamera(
      50,
      window.innerWidth / window.innerHeight,
      0.1,
      1000
    );
    camera.position.z = 30 
    camera.position.x = 0;
    camera.position.y = -3;
    
    
  // Add lights
  let hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.61);
  hemiLight.position.set(0, 50, 0);
  // Add hemisphere light to scene
  scene.add(hemiLight);

  let d = 8.25;
  let dirLight = new THREE.DirectionalLight(0xffffff, 0.54);
  dirLight.position.set(-8, 12, 8);
  dirLight.castShadow = true;
  dirLight.shadow.mapSize = new THREE.Vector2(1024, 1024);
  dirLight.shadow.camera.near = 0.1;
  dirLight.shadow.camera.far = 1500;
  dirLight.shadow.camera.left = d * -1;
  dirLight.shadow.camera.right = d;
  dirLight.shadow.camera.top = d;
  dirLight.shadow.camera.bottom = d * -1;
  // Add directional Light to scene
  scene.add(dirLight);


  // Floor
  let floorGeometry = new THREE.PlaneGeometry(5000, 5000, 1, 1);
  let floorMaterial = new THREE.MeshPhongMaterial({
    color: 0xeeeeee,
    shininess: 0,
  });

  let floor = new THREE.Mesh(floorGeometry, floorMaterial);
  floor.rotation.x = -0.5 * Math.PI;
  floor.receiveShadow = true;
  floor.position.y = -11;
  scene.add(floor);
    
  }



  function update() {


    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }
    renderer.render(scene, camera);
    requestAnimationFrame(update);
  }

  update();


  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    let width = window.innerWidth;
    let height = window.innerHeight;
    let canvasPixelWidth = canvas.width / window.devicePixelRatio;
    let canvasPixelHeight = canvas.height / window.devicePixelRatio;

    const needResize =
      canvasPixelWidth !== width || canvasPixelHeight !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

})();

              
            
!
999px

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