<!DOCTYPE html>
<html>
<head>
<title>VRM with BVH Animation Player (Force Start)</title>
<meta charset="utf-8">
<script src="https://aframe.io/releases/1.5.0/aframe.min.js"></script>
<script src="./js/aframe-vrm.js"></script> <script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.158.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.158.0/examples/jsm/"
}
}
</script>
</head>
<body>
<a-scene renderer="physicallyCorrectLights: true">
<a-entity
id="avatar"
vrm="src: ./vrm/tesA1_V0a.vrm"
bvh-force-player position="0 0 0"
rotation="0 180 0">
</a-entity>
<a-entity camera position="0 1.6 2.5" look-controls wasd-controls></a-entity>
<a-sky color="#ECECEC"></a-sky>
<a-plane position="0 0 0" rotation="-90 0 0" width="100" height="100" color="#FFFFFF" shadow></a-plane>
<a-light type="directional" color="#FFF" intensity="0.6" position="-1 2 2"></a-light>
<a-light type="ambient" color="#FFF" intensity="0.6"></a-light>
</a-scene>
<script type="module">
const THREE = window.THREE;
import { BVHLoader } from 'three/addons/loaders/BVHLoader.js';
AFRAME.registerComponent('bvh-force-player', {
init: function () {
this.mixer = null;
console.log('✅ Component initialized. Waiting for 2 seconds...');
// 2秒待ってから処理を強制的に開始
setTimeout(() => {
console.log('⏰ 2 second delay finished. Forcing process to start.');
const vrmComponent = this.el.components.vrm;
if (vrmComponent && vrmComponent.vrm) {
// VRMデータが取得できた場合のみ、処理を続行
this.processBvh(vrmComponent.vrm);
} else {
console.error('❌ After 2 seconds, VRM data was still not found. The model may have failed to load.');
}
}, 2000); // 2000ミリ秒 = 2秒
},
processBvh: function (vrm) {
console.log('✅ VRM data caught successfully. Starting BVH processing...');
const BVH_URL = 'https://p-bookmark.sakura.ne.jp/junkerstock/vrm/8.bvh';
const loader = new BVHLoader();
loader.load(BVH_URL, (bvh) => {
console.log('✅ BVH loaded. Starting adjustment process...');
const boneMap = {
'J_Bip_C_Hips': 'hips', 'J_Bip_C_Spine': 'spine', 'J_Bip_C_Chest': 'chest',
'J_Bip_C_UpperChest': 'upperChest', 'J_Bip_C_Neck': 'neck', 'J_Bip_C_Head': 'head',
'J_Bip_L_Shoulder': 'leftShoulder', 'J_Bip_L_UpperArm': 'leftUpperArm',
'J_Bip_L_LowerArm': 'leftLowerArm', 'J_Bip_L_Hand': 'leftHand',
'J_Bip_R_Shoulder': 'rightShoulder', 'J_Bip_R_UpperArm': 'rightUpperArm',
'J_Bip_R_LowerArm': 'rightLowerArm', 'J_Bip_R_Hand': 'rightHand',
'J_Bip_L_UpperLeg': 'leftUpperLeg', 'J_Bip_L_LowerLeg': 'leftLowerLeg',
'J_Bip_L_Foot': 'leftFoot', 'J_Bip_L_ToeBase': 'leftToes',
'J_Bip_R_UpperLeg': 'rightUpperLeg', 'J_Bip_R_LowerLeg': 'rightLowerLeg',
'J_Bip_R_Foot': 'rightFoot', 'J_Bip_R_ToeBase': 'rightToes'
};
const adjustedTracks = [];
bvh.clip.tracks.forEach(track => {
if (track.name.endsWith('.position')) return;
const bvhNodeName = track.name.split('.')[0];
const vrmBoneName = boneMap[bvhNodeName];
if (vrmBoneName) {
const vrmBoneNode = vrm.humanoid.getBoneNode(vrmBoneName);
if (vrmBoneNode) {
const newTrack = track.clone();
newTrack.name = `${vrmBoneNode.name}.quaternion`;
adjustedTracks.push(newTrack);
}
}
});
const adjustedClip = new THREE.AnimationClip('AdjustedBVHMotion', -1, adjustedTracks);
// three.jsの標準機能であるAnimationMixerで再生
this.mixer = new THREE.AnimationMixer(vrm.scene);
const action = this.mixer.clipAction(adjustedClip);
action.setLoop(THREE.LoopRepeat).play();
console.log('🎉 AnimationMixer playback started successfully!');
});
},
tick: function (time, timeDelta) {
if (this.mixer) {
this.mixer.update(timeDelta / 1000);
}
}
});
</script>
</body>
</html>
使用変数
-------( Function ) | |
2000ミリ秒 | |
action | |
adjustedClip | |
adjustedTracks | |
boneMap | |
bvhNodeName | |
BVH_URL | |
charset | |
color | |
height | |
id | |
intensity | |
loader | |
mixer | |
name | |
newTrack | |
position | |
renderer | |
rotation | |
src | |
THREE | |
track | |
type | |
vrm | |
vrmBoneName | |
vrmBoneNode | |
vrmComponent | |
width |