How does one get the current geometry of an animated mesh? Say I have a mesh that's going through some animation and I want to grab a copy of the current pose and create a new mesh using it (not necessarily skinned the same way), how would I do this?
Edit: Here is a simple example. It loads one of the three.js example animations and runs it. The loaded mesh is skinnedMesh. Every time animate() is called, a copy of the mesh is made using skinnedMesh.geometry. The copy is called newMesh, and it's created with a simple red MeshBasicMaterial and offset to one side of the original.
If you run the code, you'll see that although skinnedMesh is animated, newMesh is always a copy of the untransformed geometry. If it was doing what I wanted it to do, newMesh would be in the same pose as skinnedMesh.
Clearly this particular example is very inefficient, as I could just make another copy of skinnedMesh and animate it separately. But that's not what I want to do. I want to be able to grab the state of the animated mesh at any point in time and make a copy of the pose it happens to be in at that moment.
I hope this makes everything clearer.
<!DOCTYPE html>
<html lang="en">
<head>
<title>test</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"> </script>
<script>
var container;
var camera, scene, renderer, loader, clock, light;
var skinnedMesh, animation, groundMaterial, planeGeometry, mixer;
var newMesh = null;
var loaded = false;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(10, 0, 10);
scene = new THREE.Scene();
loader = new THREE.JSONLoader();
clock = new THREE.Clock;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
groundMaterial = new THREE.MeshPhongMaterial({
emissive: 0x010101
});
planeGeometry = new THREE.PlaneBufferGeometry(16000, 16000);
ground = new THREE.Mesh(planeGeometry, groundMaterial);
ground.position.set(0, -5, 0);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
light = new THREE.HemisphereLight(0x777777, 0x003300, 1);
light.position.set(-80, 500, 50);
scene.add(light);
loader.load('http://threejs.org/examples/models/skinned/simple/simple.js', function(geometry, materials) {
for (var k in materials) {
materials[k].skinning = true;
}
skinnedMesh = new THREE.SkinnedMesh(geometry, new THREE.MeshFaceMaterial(materials));
skinnedMesh.scale.set(1, 1, 1);
skinnedMesh.position.y = 0;
scene.add(skinnedMesh);
mixer = new THREE.AnimationMixer(skinnedMesh);
mixer.addAction(new THREE.AnimationAction(skinnedMesh.geometry.animations[0]));
camera.lookAt(skinnedMesh.position);
loaded = true;
});
}
function animate() {
requestAnimationFrame(animate);
if (!loaded) {
return;
}
if (mixer) mixer.update(clock.getDelta());
if (newMesh) {
scene.remove(newMesh);
}
newMesh = new THREE.Mesh(skinnedMesh.geometry,
new THREE.MeshBasicMaterial({
color: 0xff0000
})
);
newMesh.position.x = skinnedMesh.position.x - 6;
scene.add(newMesh);
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>