react-three-rapier
gltfjsx
react-three-rapier | gltfjsx | |
---|---|---|
5 | 56 | |
854 | 4,233 | |
9.6% | 4.1% | |
7.1 | 7.1 | |
7 days ago | 25 days ago | |
TypeScript | JavaScript | |
MIT License | MIT License |
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react-three-rapier
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Why react-three-rapier does not use worker like use-cannon
I'm using rapier physics lib in my own project, and i did that using workers too, i refered this repository https://github.com/pmndrs/use-cannon and when i saw the similar project to use physics lib into react-three-fiber but with rapier https://github.com/pmndrs/react-three-rapier, i notice that they don't use workers... There is some reason to not use workers with rapier? Weren't we supposed to use physics on workers for performance reasons?
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Are there any examples (projects etc.) of using Rapier Character controller with React Three Fiber?
Are you using react-three/rapier?
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Finished The Final Lesson Of Three JS Journey And Gave It My Own Touch. Made With React Three Fiber
it's using https://github.com/pmndrs/react-three-rapier
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Create a First Person Movement in React Three Fiber - Part 2
For this example we are going to use Reac Three Cannon a specific library to create physics. You can use Rapier, another cool library, but is under development right now.
gltfjsx
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Implementing 3D Graphics in React
Creating geometric shapes is fun, but we can also create 3D models using applications like Blender, Maya, Sketchfab, and TurboSquid. In this section, we will run a 3D model using an already-created model from Sketchfab. We will use the GLTF file model. We will also use the GLTF pipeline, and GLTFJSX packages to convert the GLTF file to Draco GLTF and then to a React JSX file. To start first;
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How can I get rid of these gaps?
Hello! I loaded a model using https://gltf.pmnd.rs and it displays correctly, but there are weird gaps that you can see through on the edges. This is a Next.js project with ts. I'm using @react-three/fiber and @rect-three/drei to use three.js in react. I'll attach the file that creates this object, but if there's anything more you need, just ask me. Here's the file that contains the code of this object:
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React + Three.js. Creating your own 3D shooter. Part 1
Then we need to generate a react component that will contain the markup of this model to add it to the scene. Let's use the official resource from the @react-three/fiber developers.
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Add texture to loaded glb, threejs
especially for what you describe above. it can lay out a glb model declaratively, the whole scene is yours to control. watch the first video here https://github.com/pmndrs/gltfjsx and then use that tool:
- Optimization checklist GLTF models in Three.js?
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Any good tutorials on creating dynamic animations?
stuff like this doesn't have to be keyframed, you can just rotate model groups. im sure this will be overwhelming atm but if you have the time watch the video there https://github.com/pmndrs/gltfjsx models in threejs are blobs, they are not meant to do anything. people traverse them and create mutations. but that tool puts the entire model scene under your control, every node in its graph is declarative now, to my it dynamic is trivial at that point.
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which skills to learn from Blender for three js
the second practically doesn't exist in vanilla three. a gltf is a blob that you throw into the scene. pair three with react and blender will be a lot more useful: https://github.com/pmndrs/gltfjsx (watch the first video there)
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How to apply Mesh Wobble Material to gltf model in r3f?
I want to implement this for a gltf model loaded as a gltfx. MeshWobbleMaterial is not getting qpplied. i don't know what to where to add the component either. i have attached the code below,
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Help making a model look like the demo
/* Auto-generated by: https://github.com/pmndrs/gltfjsx Command: npx [email protected] crystal_ball_test.glb Author: WarderiiK (https://sketchfab.com/WarderiiK) License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/) Source: https://sketchfab.com/3d-models/crystal-ball-test-fc727811052a4b2ba9ef2ffa327e8349 Title: Crystal Ball Test */ import React, { useRef } from 'react' import { useGLTF, useAnimations, MeshTransmissionMaterial } from '@react-three/drei' export default function Model(props) { const group = useRef() const { nodes, materials, animations } = useGLTF('/crystal_ball_test.glb') const { actions } = useAnimations(animations, group) return ( ) }
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Where should I keep my assets?
Have you compressed your models with https://gltf.pmnd.rs ? ( sorry this is unrelated to your post ) or you could use https://github.com/pmndrs/gltfjsx ( same thing but you use it like an npm package )
What are some alternatives?
use-cannon - ððĢ physics based hooks for @react-three/fiber
gltf-pipeline - Content pipeline tools for optimizing glTF assets. :globe_with_meridians:
react-fp-movement - Basic scene with geometries and gLTF models to control a character in first person camera
react-three-fiber - ðĻð A React renderer for Three.js [Moved to: https://github.com/pmndrs/react-three-fiber]
robbiemultiversemadness
drei - ðĨ useful helpers for react-three-fiber
react-three-offscreen - ðš Offscreen worker canvas for react-three-fiber
leva - ð React-first components GUI
awesome-react-three-fiber - ð A loose collection of cool r3f links, gifs, people, stuff
react-xr - ðĪģ VR/AR with react-three-fiber
react-three-fiber - ðĻð A React renderer for Three.js
model-viewer - Easily display interactive 3D models on the web and in AR!