I am loading a model of a mechanism (e.g. a robot arm) in Three.js. Sadly the models I am using don't have a skeleton, but I have the locations, axes and so on of the joints. In order to use e.g. inverse kinematic solvers like Three-IK, I want to create a skeleton from these parameters. Since I want to use many different models I would prefer to not create the skeletons by hand but in code.
I have been trying for over a week now to create a valid bone structure from these values that reflects the model, but nothing succeeded. For example, if I create a chain of bones using the positions of the joints I get a very long skeleton which in no way matches the positions I used.
let boneParent;
let bonepos = [];
let bones = [];
model.traverse(child => {
switch(child.type) {
case "joint":
let p = new Vector3();
child.getWorldPosition(p);
bonepos.push(p);
let bone = new Bone();
boneParent && boneParent.add(p);
bone.worldToLocal(p.clone());
bone.position.copy(p);
bone.rotation.copy(child.rotation);
bone.scale.copy(child.scale);
boneParent = bone;
bones.push(bone);
break;
}
});
showPoints(scene, bonepos, 0xff0000);
const skeletonHelper = new SkeletonHelper(bones[0]);
skeletonHelper.visible = true;
scene.add(skeletonHelper);
The code above results in the screenshot below. The red markers are the positions I get from the robot joints, the line snaking into the distance is the skeleton as visualized by the SkeletonHelper.
So my question is this: it seems like I don't understand well enough how bones are handled in Three.js. How can I create a skeleton that reflects my existing model from its joint locations and orientations?
Thanks in advance!
For future visitors: Rocksi is open source!
After some fiddling around I found a solution:
The important part is to call updateMatrixWOrld() after lookAt() so that
bone.worldToLocal()
works correctly. AlsolookAt()
saves a lot of matrix hassles :)