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                <div id = "scene-container"></div>


  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  overflow: hidden;


const container = document.querySelector("#scene-container");

let camera, scene, renderer, mesh, trackball;
let mixer;
const action ={};
const clock = new THREE.Clock(); //アニメーション用
let aspect = container.clientWidth / container.clientHeight;


function init() {
	camera = new THREE.PerspectiveCamera( 45, aspect, 1, 2000);
	scene = new THREE.Scene();
  var loader = new THREE.GLTFLoader();
  const gltf_charactor = ""
  loader.load(gltf_charactor, function(data) {
        var gltf = data;
        var character = gltf.scene;
        var animations = gltf.animations;
        character.position.set(0, 0, 0);
        character.scale.set(2, 2, 2);
        character.traverse( function( node ) { //シーン上のすべてに対して
                if ( node instanceof THREE.Mesh ) { //型を判定
                        node.castShadow = true; 
                        node.receiveShadow = true;
                        node.material.flatShading = true; 
        } );
        scene.add( character );
        mixer = new THREE.AnimationMixer(character);
        mixer.clipAction(gltf.animations[ 0 ]).play();
        } );
	var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
	directionalLight.position.set(50, 50, 50);
	scene.add( directionalLight );

	// Grid
    const grid = new THREE.GridHelper( 100, 10, 0x808080, 0x808080 );
			grid.position.set( 0, 0, 0 );
			scene.add( grid );

	renderer = new THREE.WebGLRenderer( );
	renderer.setSize( container.clientWidth, container.clientHeight );
  renderer.gammaOutput = true; //Blenderの色味に近づける補正の呪文
	renderer.setClearColor(new THREE.Color('white'));//背景色の設定
	container.appendChild( renderer.domElement );
	controls = new THREE.OrbitControls( camera, renderer.domElement ); 0, 10, 0 );

let t = 0;//アニメーション用
function animate(){
	requestAnimationFrame( animate );

function render() {
	let delta = clock.getDelta();
	renderer.render( scene, camera );