Exporting Three.js scene to STL keeping animations intact

Exporting Three.js scene to STL keeping animations intact

By : user2956184
Date : November 22 2020, 10:54 AM
this will help
The question is where are these transformed vertices and faces stored and can I access them to export them as an STL?
code :
vector.copy( vertices[ vertexIndex ] );
boneIndices = [];   //which bones we need
boneIndices[0] = mesh.geometry.skinIndices[vertexIndex].x;
boneIndices[1] = mesh.geometry.skinIndices[vertexIndex].y;
boneIndices[2] = mesh.geometry.skinIndices[vertexIndex].z;
boneIndices[3] = mesh.geometry.skinIndices[vertexIndex].w;

weights = [];   //some bones impact the vertex more than others
weights[0] = mesh.geometry.skinWeights[vertexIndex].x;
weights[1] = mesh.geometry.skinWeights[vertexIndex].y;
weights[2] = mesh.geometry.skinWeights[vertexIndex].z;
weights[3] = mesh.geometry.skinWeights[vertexIndex].w;

inverses = [];  //boneInverses are the transform from bind-pose to some "bone space"
inverses[0] = mesh.skeleton.boneInverses[ boneIndices[0] ];
inverses[1] = mesh.skeleton.boneInverses[ boneIndices[1] ];
inverses[2] = mesh.skeleton.boneInverses[ boneIndices[2] ];
inverses[3] = mesh.skeleton.boneInverses[ boneIndices[3] ];

skinMatrices = [];  //each bone's matrix world is the transform from "bone space" to the "global space"
skinMatrices[0] = mesh.skeleton.bones[ boneIndices[0] ].matrixWorld;
skinMatrices[1] = mesh.skeleton.bones[ boneIndices[1] ].matrixWorld;
skinMatrices[2] = mesh.skeleton.bones[ boneIndices[2] ].matrixWorld;
skinMatrices[3] = mesh.skeleton.bones[ boneIndices[3] ].matrixWorld;

var finalVector = new THREE.Vector4();
for(var k = 0; k<4; k++) {
    var tempVector = new THREE.Vector4(vector.x, vector.y, vector.z);
    //weight the transformation
    //the inverse takes the vector into local bone space
    //which is then transformed to the appropriate world space

output += '\t\t\tvertex ' + finalVector.x + ' ' + finalVector.y + ' ' + finalVector.z + '\n';

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How to selective redraw shapes keeping other intact

How to selective redraw shapes keeping other intact

By : Lê Đình Thắng
Date : March 29 2020, 07:55 AM
To fix this issue There are probably several things you can do to improve the behavior.
Override OnPaintBackground and leave it empty Cache that SolidBrush instead of creating a new one every time OnPaint is called Draw all of the shapes that are static to a member-level Bitmap that you cache. In OnPaint, do a DrawImage of that image then your arrowhead and line (the changing stuff). Do all of this drawing to a Bitmap (that you cache, not create every time), then DrawImage that to the screen graphics If you don't have overlapping stuff and you've got reasonable rectangular regions, setting a clipping area to surround your changes will prevent unnecessary drawing
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By : Martijn ten Pas
Date : March 29 2020, 07:55 AM
Hope that helps After deleting an entry from a file, am left with a blank line where the entry used to be, and would like to know how to get rid of it at the same time of script execution. , Capture the line break in the regex:
code :
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By : user968323
Date : March 29 2020, 07:55 AM
With these it helps You are considering adjusting your to-storage mechanism to make updates somewhat easier. The expense you incur is to make the consumer's life harder, they would need to fetch two properties.
Generally, I would favour making the consumer's life easier at the expense of making "plumbing" code more complex.
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By : Bulent Eroglu
Date : March 29 2020, 07:55 AM
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By : si young-choi
Date : March 29 2020, 07:55 AM
may help you . I have 5 web pages with different domain names. Each of them uses the same directory and the same .htaccess file. I've redirected non www urls to www with this lines: , Just target your rule for main domain:
code :
RewriteCond %{HTTP_HOST} ^[^.]+\.[^.]+$ [NC]
RewriteCond %{HTTPS}s on(s)|
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