ThreeJS in Storyline360
Jan 04, 2021
As i found that ThreeJs is included when publishing to HTML5 in Storyline360 i was wondering for what it is used in SL ?
As there are magnificent options for using WebGL with ThreeJS...as seen here:
https://threejs.org/examples/#webgl_animation_keyframes
So how it is used in Storyline now?
Some more info...inside bootstrapper.min.js i find these lines...var n = document.createElement("canvas"),
i = n.getContext("2d"),
r = new THREE.CanvasTexture(n);
So clearly here a canvas is created for use with THREEJS as the code clearly shows... But can we do more with it ???
6 Replies
Hi Math, have you seen anymore on this or figured anything out with using ThreeJS natavly in storyline
Nah, i doubt its ThreeJS as we know it. Might be some other small unknown library.
Thanks, Darn I really wanted to use three.js in storyline. The biggest hurdle I have is the three.js library needs to live within my published file. Do to where I work going ou to an external site to download the library is blocked.
Using a WebObject you can add any library wanted/needed... i probably have some around ;-)
In my archives i found a working GSAP/ThreeJS sample. Adding that.
Tried to add it to Review, but ( as often ) that wont work.
Publish it and you will see it works. Basically only thing working now in ThreeJS is zooming in/out by using your mousewheel... but it works...
Thanks this helps a lot