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Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

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Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd 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 (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. The Basic Components that Make Up a Three.js Application FREE CHAPTER 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Summary

In this chapter, we looked at different ways that you can animate your scene. We started with some basic animation tricks, moved on to camera movement and control, and ended with animation 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, and in the next rendering step, Three.js will render the updated mesh. For the more complex animations, you would usually model them in external programs and load them through one the loaders provided by Three.js.

In previous chapters, we looked at the various materials you can use to skin your objects. For instance, we saw how you can change the color, shininess, and opacity of these materials. What we haven't discussed in detail yet, however, is how you can use external images (also called textures) together...

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