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charactercreator's Issues

Reduce the number of lights in the scene

Currently there are 3 light sources in the scene.
Removing lights from the scene significantly increases fps. The PointLight is the most resource consuming Light.

Find a way to avoid using as many lights (maybe change colour of meshes to give impression that light is used)

PR threejs with fix in Geometry.prototype.fromBufferGeometry

Currently there seems to be an issue in the fromBufferGeometry method inside Geometry class.

three version: r94

current workaround: edited the threejs source code to fix issue.

ideal solutions:

  1. create Pull Request on three repo to fix issue
  2. avoid using Geometry and work directly with BufferGeometry

Have environment variables for each environment setup

Because this project makes API calls to the MyMiniFactory (MMF) API,
there are different scenarios how this project can be run:

  • MMF runs live & this project runs live: this would be the production environment
  • MMF runs live & this project runs locally: this would be the ideal development environment
  • MMF runs locally & this project runs locally

Add colors to body parts?

Should the character be coloured?

For now the character is white in order to reflect the colour it will have when printed (not many 3d printers support colour printing right now)

Center Attachment Gizmo

The gizmo for changing position is automatically placed at the pivot point of the 3d object.
Maybe try to place it at the center of the bounding box?

Default value for scale

Make the default value for scale the same as the scale of the first parent part. So assume the parts as made from the same CAD File.

Basically, use the scale of the first object added to the world. It is very likely that the other objects come from the same character and have the same size.

Implementation details in FindMinGeometry.js

parse function has some (potentially) dead code:

at the beginning: var output = 100;
then later on:

if (geometry.skinIndices.length == 0) {
    vector.copy( vertices[ vertexIndex ] ).applyMatrix4( matrixWorld );
    output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
}

if the execution would enter this block, it would coerce the output variable to a string, compromising the return value; However, it appears that it will never execute the code as geometry.skinIndices.length will (always?) have some elements inside.

(edited):
Another issue: it appears that all the elements inside geometry.skinIndices have the same value, which may indicate that the skin indices are not used; same foes for geometry.skinWeights.

Needs further testing ...

Tested: skinIndices and skinWeights are NOT filled with the same values.
Only left to figure out if geometry.skinIndices can have no elements inside.

Fix Camera

So explore camera panning up and down and Orthographic view

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