This repository contains a few classes that allow you to animate a large number of skinned meshes efficiently.
npm i three-instanced-animation
This is an abstraction around the InstancedSkinnedMesh
class created by CodyJasonBennett, which is a user-land implementation of this PR.
One of the main differences is that this class takes a GLTF
object and extracts all the animations and skinned meshes from it, which creates a more convenient API for the user. This is more similar to the default animation system in three.js
. Additionally, this class is more high-level and does all the boilerplate for you, so you don't have to update the skinned meshes and bones manually.
import * as THREE from "three";
import { InstancedAnimation, install } from "three-instanced-animation";
install(THREE);
const instancedAnimation = new InstancedAnimation({
gltf: gltf,
count: 100,
});
const instance = {
position: new THREE.Vector3(0, 0, 0),
rotation: new THREE.Quaternion(),
scale: new THREE.Vector3(1, 1, 1),
animations: [
{
time: 0,
weight: 1,
animationIndex: 0,
},
],
};
instancedAnimation.addInstance(instance);
function update(deltaTime) {
instancedAnimation.update(deltaTime); // Updates the currentTime of each instance
// You can modify the instance properties directly, for example:
instance.position.x += 1;
}
If you want to manage the animation update rate of each instance yourself, you can use the updateInstance
method instead of update
.
import { InstancedAnimation } from "three-instanced-animation";
const instancedAnimation = new InstancedAnimation({
gltf: gltf,
count: 100,
});
const instance = {
position: new THREE.Vector3(0, 0, 0),
rotation: new THREE.Quaternion(),
scale: new THREE.Vector3(1, 1, 1),
animations: [
{
time: 0,
weight: 1,
animationIndex: 0,
},
],
};
instancedAnimation.addInstance(instance);
function update(deltaTime) {
for (let i = 0; i < instance.animations.length; i++) {
instance.animations[i].time += deltaTime;
}
instancedAnimation.updateInstance(0);
}
This is an abstraction around the InstancedAnimation
class, which allows you to control the animation update rate based on the distance from the camera and ignore the instances outside the camera's frustum. This is useful for large scenes with many animated objects.
import { ViewSensitiveInstancedAnimator } from "three-instanced-animation";
const viewSensitiveInstancedAnimator = new ViewSensitiveInstancedAnimator({
gltf: gltf,
count: 100,
camera: camera,
maxAnimationInterval: 100, // This is the update rate when the instance is at `maxDistance`
minAnimationInterval: 1000 / 60, // This is the update rate when the instance in front of the camera
maxDistance: 80, // This is the distance at which the instance will be updated at `maxAnimationInterval`
});
const instance = {
position: new THREE.Vector3(0, 0, 0),
rotation: new THREE.Quaternion(),
scale: new THREE.Vector3(1, 1, 1),
animations: [
{
time: 0,
weight: 1,
animationIndex: 0,
},
],
};
viewSensitiveInstancedAnimator.addInstance(instance);
function update(deltaTime) {
viewSensitiveInstancedAnimator.update(deltaTime);
}