406 lines
11 KiB
Markdown
406 lines
11 KiB
Markdown
+++
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date = "2023-10-24"
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tags = ["vrm","3d"]
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title = "three-vrm v2.0 update"
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slug = "vrm"
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+++
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`three-vrm`関連のブログを調べていると、ほとんどのコードが動かないので`three-vrm v2.0`の対応をまとめます。
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唯一、動くコードを発行していたのがpixivの[example](https://pixiv.github.io/three-vrm/packages/three-vrm/examples/)でした。参考にしてみてください。
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```sh
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$ git clone https://github.com/pixiv/three-vrm/
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$ cd three-vrm
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$ git checkout gh-pages
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$ cd ./packages/three-vrm/examples/
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$ vim lookat-advanced.html
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```
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### example
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以下は私が作った`example`です。基本的には`.js`なので好きなframeworkで動かしてみてください。
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```json:pacakge.json
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"dependencies": {"@pixiv/three-vrm": "^2.0.6", "three": "^0.157.0"}
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```
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```js:main.js
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import * as THREE from 'three';
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import { GridHelper, Mesh, MeshLambertMaterial, PlaneGeometry, Vector3, Color, DirectionalLight, Fog, HemisphereLight, AnimationAction, AnimationClip, AnimationMixer, MathUtils, Matrix4, Quaternion } from 'three';
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import { VRMLoaderPlugin, VRMUtils, VRMLookAt, VRMSchema } from '@pixiv/three-vrm';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
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// model
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const defaultModelUrl = 'https://pixiv.github.io/three-vrm/packages/three-vrm/examples/models/VRM1_Constraint_Twist_Sample.vrm';
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// lookat
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const _v3A = new THREE.Vector3();
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class VRMSmoothLookAt extends VRMLookAt {
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constructor(humanoid, applier) {
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super(humanoid, applier);
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this.smoothFactor = 10.0;
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this.yawLimit = 45.0;
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this.pitchLimit = 45.0;
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this._yawDamped = 0.0;
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this._pitchDamped = 0.0;
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}
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update(delta) {
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if ( this.target && this.autoUpdate ) {
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this.lookAt( this.target.getWorldPosition( _v3A ) );
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if (
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this.yawLimit < Math.abs( this._yaw ) ||
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this.pitchLimit < Math.abs( this._pitch )
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) {
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this._yaw = 0.0;
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this._pitch = 0.0;
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}
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const k = 1.0 - Math.exp( - this.smoothFactor * delta );
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this._yawDamped += ( this._yaw - this._yawDamped ) * k;
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this._pitchDamped += ( this._pitch - this._pitchDamped ) * k;
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this.applier.applyYawPitch( this._yawDamped, this._pitchDamped );
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this._needsUpdate = false;
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}
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if ( this._needsUpdate ) {
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this._needsUpdate = false;
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this.applier.applyYawPitch( this._yaw, this._pitch );
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}
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}
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}
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// renderer
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const renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.shadowMap.enabled = true;
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setPixelRatio( window.devicePixelRatio );
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document.body.appendChild( renderer.domElement );
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// camera
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const camera = new THREE.PerspectiveCamera( 30.0, window.innerWidth / window.innerHeight, 0.1, 20.0 );
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camera.position.set( 0.0, 1.0, 5.0 );
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// camera controls
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.screenSpacePanning = false;
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controls.target.set( 0.0, 1.0, 0.0 );
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controls.update();
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// scene
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const scene = new THREE.Scene();
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// add color
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const bgColor = new Color(0xffffff);
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scene.background = new Color(bgColor);
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scene.fog = new Fog(bgColor, 3, 10);
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const ambiantLight = new HemisphereLight(0xffffff, 0x444444);
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ambiantLight.position.set(0, 20, 0);
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scene.add(ambiantLight);
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// add mesh
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const floor = new Mesh(
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new PlaneGeometry(100, 100),
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new MeshLambertMaterial({
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color: 0xffffff,
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depthWrite: true,
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})
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);
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floor.position.y = -0.5;
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floor.rotation.x = -Math.PI / 2;
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scene.add(floor);
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const grid = new GridHelper(50, 100, 0xffffff, 0xffffff);
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scene.add(grid);
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// light
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const light = new THREE.DirectionalLight(0xffffff);
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light.position.set( 1.0, 1.0, 1.0 ).normalize();
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scene.add( light );
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// gltf and vrm
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let currentVrm = undefined;
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let currentAnimationUrl = undefined;
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let currentMixer = undefined;
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const helperRoot = new THREE.Group();
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helperRoot.renderOrder = 10000;
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scene.add( helperRoot );
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function loadVRM( modelUrl ) {
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const loader = new GLTFLoader();
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loader.crossOrigin = 'anonymous';
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helperRoot.clear();
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loader.register((parser) => {
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return new VRMLoaderPlugin(parser, { autoUpdateHumanBones: true } );
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});
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loader.load(
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modelUrl,
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(gltf) => {
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const vrm = gltf.userData.vrm;
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VRMUtils.removeUnnecessaryVertices(gltf.scene);
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VRMUtils.removeUnnecessaryJoints(gltf.scene);
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//VRMUtils.rotateVRM0(vrm);
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vrm.scene.traverse((obj) => {
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obj.frustumCulled = false;
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});
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// replace the lookAt to our extended one
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const smoothLookAt = new VRMSmoothLookAt(vrm.humanoid, vrm.lookAt.applier);
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smoothLookAt.copy(vrm.lookAt);
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vrm.lookAt = smoothLookAt;
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scene.add(vrm.scene);
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currentVrm = vrm;
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vrm.lookAt.target = camera;
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currentVrm.humanoid.getNormalizedBoneNode('leftUpperArm').rotation.z = 1.3;
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currentVrm.humanoid.getNormalizedBoneNode('rightUpperArm').rotation.z = -1.3;
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},
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)
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}
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loadVRM( defaultModelUrl );
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function blink(){
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var rand = Math.random()
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if (rand > .9) {
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currentVrm.expressionManager.setValue('blink', 1);
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} else {
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currentVrm.expressionManager.setValue('blink', 0);
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}
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}
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// animate
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const delta = clock.getDelta();
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if (currentMixer) {
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currentMixer.update(delta);
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}
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if (currentVrm) {
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const s = 0.01 * Math.PI * Math.sin(Math.PI * clock.elapsedTime);
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blink();
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currentVrm.humanoid.getNormalizedBoneNode('neck').rotation.y = s;
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//currentVrm.humanoid.getNormalizedBoneNode('leftUpperArm').rotation.z = s;
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//currentVrm.humanoid.getNormalizedBoneNode('rightUpperArm').rotation.x = s;
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currentVrm.update(delta);
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}
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renderer.render(scene, camera);
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}
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animate();
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```
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### scene rotation
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modelを回転させる
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```js
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vrm.scene.rotation.y = 3;
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```
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```js
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vrm.scene.rotation.y = Math.PI * Math.sin(clock.getElapsedTime());
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```
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### blink
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まばたきを制御します。
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```js
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vrm.expressionManager.setValue('blink', 1);
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```
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### pose
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左手を動かします。
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```js
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vrm.humanoid.getNormalizedBoneNode('leftUpperArm').rotation.z = 1;
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```
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### lookat
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視線をカメラに合わせます。
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```js
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// lookat
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const _v3A = new THREE.Vector3();
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class VRMSmoothLookAt extends VRMLookAt {
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constructor(humanoid, applier) {
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super(humanoid, applier);
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this.smoothFactor = 10.0;
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this.yawLimit = 45.0;
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this.pitchLimit = 45.0;
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this._yawDamped = 0.0;
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this._pitchDamped = 0.0;
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}
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update(delta) {
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if ( this.target && this.autoUpdate ) {
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this.lookAt( this.target.getWorldPosition( _v3A ) );
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if (
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this.yawLimit < Math.abs( this._yaw ) ||
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this.pitchLimit < Math.abs( this._pitch )
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) {
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this._yaw = 0.0;
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this._pitch = 0.0;
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}
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const k = 1.0 - Math.exp( - this.smoothFactor * delta );
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this._yawDamped += ( this._yaw - this._yawDamped ) * k;
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this._pitchDamped += ( this._pitch - this._pitchDamped ) * k;
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this.applier.applyYawPitch( this._yawDamped, this._pitchDamped );
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this._needsUpdate = false;
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}
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if ( this._needsUpdate ) {
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this._needsUpdate = false;
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this.applier.applyYawPitch( this._yaw, this._pitch );
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}
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}
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}
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loader.load(
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modelUrl,
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(gltf) => {
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const vrm = gltf.userData.vrm;
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// replace the lookAt to our extended one
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const smoothLookAt = new VRMSmoothLookAt(vrm.humanoid, vrm.lookAt.applier);
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smoothLookAt.copy(vrm.lookAt);
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vrm.lookAt = smoothLookAt;
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scene.add(vrm.scene);
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currentVrm = vrm;
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vrm.lookAt.target = camera;
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},
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)
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```
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### animation
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アニメーションは基本的に以下の構文になります。
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`vrm`ではなく`currentVrm`を使用します。
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```js
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// animate
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const delta = clock.getDelta();
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if (currentMixer) {
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currentMixer.update(delta);
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}
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if (currentVrm) {
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// ここに追加
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currentVrm.humanoid.getNormalizedBoneNode('leftUpperArm').rotation.z = 1;
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currentVrm.update(delta);
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}
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renderer.render(scene, camera);
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}
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animate();
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```
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### bone name
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BoneNodeでしているするときは小文字から始めます。
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```js
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currentVrm.humanoid.getNormalizedBoneNode('head').rotation.z = 1;
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currentVrm.humanoid.getNormalizedBoneNode('leftHand').rotation.z = 1;
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```
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```js
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const enum VMDBoneNames {
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Root = '全ての親',
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Center = 'センター',
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Hips = '下半身',
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Spine = '上半身',
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Chest = '上半身2',
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Neck = '首',
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Head = '頭',
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LeftEye = '左目',
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LeftShoulder = '左肩',
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LeftUpperArm = '左腕',
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LeftLowerArm = '左ひじ',
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LeftHand = '左手首',
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LeftThumbProximal = '左親指0',
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LeftThumbIntermediate = '左親指1',
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LeftThumbDistal = '左親指2',
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LeftIndexProximal = '左人指1',
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LeftIndexIntermediate = '左人指2',
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LeftIndexDistal = '左人指3',
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LeftMiddleProximal = '左中指1',
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LeftMiddleIntermediate = '左中指2',
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LeftMiddleDistal = '左中指3',
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LeftRingProximal = '左薬指1',
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LeftRingIntermediate = '左薬指2',
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LeftRingDistal = '左薬指3',
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LeftLittleProximal = '左小指1',
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LeftLittleIntermediate = '左小指2',
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LeftLittleDistal = '左小指3',
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LeftUpperLeg = '左足',
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LeftLowerLeg = '左ひざ',
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LeftFoot = '左足首',
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LeftFootIK = '左足IK',
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LeftToes = '左つま先',
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LeftToeIK = '左つま先IK',
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RightEye = '右目',
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RightShoulder = '右肩',
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RightUpperArm = '右腕',
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RightLowerArm = '右ひじ',
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RightHand = '右手首',
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RightThumbProximal = '右親指0',
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RightThumbIntermediate = '右親指1',
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RightThumbDistal = '右親指2',
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RightIndexProximal = '右人指1',
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RightIndexIntermediate = '右人指2',
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RightIndexDistal = '右人指3',
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RightMiddleProximal = '右中指1',
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RightMiddleIntermediate = '右中指2',
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RightMiddleDistal = '右中指3',
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RightRingProximal = '右薬指1',
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RightRingIntermediate = '右薬指2',
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RightRingDistal = '右薬指3',
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RightLittleProximal = '右小指1',
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RightLittleIntermediate = '右小指2',
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RightLittleDistal = '右小指3',
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RightUpperLeg = '右足',
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RightLowerLeg = '右ひざ',
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RightFoot = '右足首',
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RightFootIK = '右足IK',
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RightToes = '右つま先',
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RightToeIK = '右つま先IK',
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}
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const enum VMDMorphNames {
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Blink = 'まばたき',
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BlinkR = 'ウィンク',
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BlinkL = 'ウィンク右',
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A = 'あ',
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I = 'い',
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U = 'う',
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E = 'え',
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O = 'お',
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}
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```
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### カメラ移動
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animationで使うといいです。
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```js
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camera.translateZ(0.01);
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camera.translateY(0.01);
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camera.translateX(0.01);
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// カメラ目線で移動
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camera.lookAt(new THREE.Vector3(0, 0, 0));
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```
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### ref
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https://pixiv.github.io/three-vrm/packages/three-vrm/examples/
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https://pixiv.github.io/three-vrm/packages/three-vrm-materials-mtoon/examples/
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https://gist.github.com/ahuglajbclajep/6ea07f6feb250aa776afa141a35e725b
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