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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st 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. Basic Components That Make Up a Three.js Scene FREE CHAPTER 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

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 animations is very easy. Just change a property of the mesh, and in the next rendering step, Three.js will render the updated mesh.

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 with these materials. With textures, you can easily create objects that look like they are made of wood, metal, stone, and much more. In the next chapter, we'll explore all the different aspects of textures and how they are used in Three.js.

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