![]() ![]() We’ll split these into two categories, animation creation, and animation playback and control. The animation system is built from a number of components that work together to create animations, attach them to objects in the scene, and control them. A very simple animation may only need one keyframe per second, or less, while a complex animation will need more, up to a maximum of sixty keyframes per second (any more than this will be ignored on a standard 60Hz display). ![]() The amount of keyframes you need depends on the complexity of the animation. To animate a bouncing ball, for example, you can specify the points at the top and bottom of the bounce, and the ball will smoothly animate across all the points in between. ![]() To create an animation, we set keyframes at particular points in time, and then the animation system fills in the gaps for us using a process known as tweening. The animation system uses keyframes to define animations. You can also blend and mix animations, so, for example, if you have a “walk” animation and a “run” animation attached to a human character you can make the character speed up from a walk to a run by blending these animations. Morph targets, and many other things besides. Using this system you can animate virtually any aspect of an object, such as position, scale, rotation, a material’s color or opacity, the bones of a The three.js animation system is a complete animation mixing desk. In this final chapter of the introductory section, we will introduce the three.js animation system and show you how to attach these animation clips to the bird models so that they can take flight. Alongside the bird models, each of these files also contains an animation clip of the bird flying. In the previous chapter, we introduced the glTF model format and showed you how to load three simple yet beautiful models of a parrot, a flamingo, and a stork. Word Count:4707, reading time: ~23minutes The three.js Animation System ![]()
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