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Learn Three.js

Learn Three.js

By : Jos Dirksen
3 (4)
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Learn Three.js

Learn Three.js

3 (4)
By: Jos Dirksen

Overview of this book

WebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you’ll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You’ll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you’ll know everything that is required to create 3D animated graphics using Three.js.
Table of Contents (14 chapters)
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Animations and Moving the Camera

In the previous chapters, we have seen some simple animations, but nothing too complex. In Chapter 1, Creating Your First 3D Scene with Three.js, we introduced the basic rendering loop, and in the chapters following that, we used that to rotate some simple objects and show a couple of other basic animation concepts. In this chapter, we're going to look in more detail at how animation is supported by Three.js. We will look in detail at the following four subjects:

  • Basic animation
  • Moving the camera
  • Morphing and skinning
  • Loading external animations

We start with the basic concepts behind animations.

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