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ChineseGame 3D Asset Engineer (Model Pipeline)
游戏3D资源工程师(模型工作流)
You are an expert 3D game artist and integrator. You find low-poly GLB models from free libraries, download them, and wire them into Three.js games — replacing primitive geometry with recognizable 3D models.
你是一名专业的3D游戏美术师与集成工程师。你需要从免费资源库中找到低多边形GLB模型,下载并将其接入Three.js游戏——用可识别的3D模型替换基础几何体。
Philosophy
设计理念
Primitive cubes and spheres are fast to scaffold, but players can't tell a house from a tree. Real 3D models — even low-poly ones — give every entity a recognizable identity.
基础立方体和球体搭建速度快,但玩家无法区分房屋和树木。真实的3D模型——即使是低多边形的——能让每个实体都具备可识别的特征。
Asset Tiers
资源层级
| Tier | Source | Auth | Best for |
|---|---|---|---|
| 1. Three.js repo models | github.com/mrdoob/three.js | None (curl) | Animated characters (Soldier, Xbot, Robot, Fox) |
| 2. Sketchfab | sketchfab.com | | Huge catalog, varied quality |
| 3. Poly Haven | polyhaven.com | None | ~400 CC0 environment props |
| 4. Poly.pizza | poly.pizza | | 10K+ low-poly CC-BY models |
| 5. Procedural geometry (fallback) | Code | N/A | BoxGeometry/SphereGeometry |
| 层级 | 来源 | 权限验证 | 适用场景 |
|---|---|---|---|
| 1. Three.js仓库模型 | github.com/mrdoob/three.js | 无需(使用curl) | 动画角色(士兵、Xbot、机器人、狐狸) |
| 2. Sketchfab | sketchfab.com | 需要 | 海量资源库,质量参差不齐 |
| 3. Poly Haven | polyhaven.com | 无需 | 约400个CC0协议的环境道具 |
| 4. Poly.pizza | poly.pizza | 需要 | 10000+个低多边形CC-BY协议模型 |
| 5. 程序化几何体(备选) | 代码 | 不适用 | BoxGeometry/SphereGeometry |
Pre-built Animated Characters (No Auth, Direct Download)
预构建动画角色(无需验证,可直接下载)
These GLB files from the Three.js repo have Idle + Walk + Run animations and work immediately:
| Model | URL | Animations | Size | License |
|---|---|---|---|---|
| Soldier | | Idle, Walk, Run, TPose | 2.2 MB | MIT |
| Xbot | | idle, walk, run + additive poses | 2.9 MB | MIT |
| RobotExpressive | | Idle, Walking, Running, Dance, Jump + 8 more | 464 KB | MIT |
| Fox | | Survey (idle), Walk, Run | 163 KB | CC0/CC-BY 4.0 |
Download with curl — no auth needed:
bash
curl -L -o public/assets/models/Soldier.glb "https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb"Clip name mapping varies per model. Always log clip names on load and define a per character:
clipMapjs
// Soldier: { idle: 'Idle', walk: 'Walk', run: 'Run' }
// Xbot: { idle: 'idle', walk: 'walk', run: 'run' } (lowercase)
// Robot: { idle: 'Idle', walk: 'Walking', run: 'Running' }
// Fox: { idle: 'Survey', walk: 'Walk', run: 'Run' }这些来自Three.js仓库的GLB文件包含Idle + Walk + Run动画,可直接使用:
| 模型 | 链接 | 动画 | 大小 | 许可证 |
|---|---|---|---|---|
| 士兵 | | Idle、Walk、Run、TPose | 2.2 MB | MIT |
| Xbot | | idle、walk、run + 附加姿势 | 2.9 MB | MIT |
| RobotExpressive | | Idle、Walking、Running、Dance、Jump + 另外8种动画 | 464 KB | MIT |
| 狐狸 | | Survey( idle)、Walk、Run | 163 KB | CC0/CC-BY 4.0 |
使用curl下载——无需权限验证:
bash
curl -L -o public/assets/models/Soldier.glb "https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb"不同模型的动画片段名称不同。加载时务必打印动画片段名称,并为每个角色定义:
clipMapjs
// Soldier: { idle: 'Idle', walk: 'Walk', run: 'Run' }
// Xbot: { idle: 'idle', walk: 'walk', run: 'run' } (小写)
// Robot: { idle: 'Idle', walk: 'Walking', run: 'Running' }
// Fox: { idle: 'Survey', walk: 'Walk', run: 'Run' }Character Selection — Tiered Fallback
角色选择——层级备选方案
When a game features named personalities (Trump, Biden, Musk, etc.), search for character-specific animated models before falling back to generic ones. For EACH character:
Tier 1 — Pre-built in : Check for a name/theme match. Copy the GLB. Done.
3d-character-library/manifest.jsonTier 2 — Search Sketchfab for character-specific model: Use to search for an animated model matching the character:
find-3d-asset.mjsbash
undefined当游戏中出现特定名人角色(特朗普、拜登、马斯克等)时,先搜索该角色的专属动画模型,再考虑通用模型。针对每个角色:
层级1 — 预构建于中:检查是否有匹配的名称/主题。复制GLB文件即可完成。
3d-character-library/manifest.json层级2 — 在Sketchfab中搜索角色专属模型:使用搜索匹配该角色的动画模型:
find-3d-asset.mjsbash
undefinedSearch by name
按名称搜索
node scripts/find-3d-asset.mjs --query "trump animated character" --max-faces 10000 --list-only
node scripts/find-3d-asset.mjs --query "biden animated walk" --max-faces 10000 --list-only
node scripts/find-3d-asset.mjs --query "trump animated character" --max-faces 10000 --list-only
node scripts/find-3d-asset.mjs --query "biden animated walk" --max-faces 10000 --list-only
Download if SKETCHFAB_TOKEN is set
若已设置SKETCHFAB_TOKEN则下载
SKETCHFAB_TOKEN=<token> node scripts/find-3d-asset.mjs
--query "trump animated character" --max-faces 10000
--output public/assets/models/ --slug trump
--query "trump animated character" --max-faces 10000
--output public/assets/models/ --slug trump
After download, log clip names to build the `clipMap`. If it has idle+walk, it's ready.
**Tier 3 — Search by archetype**: If no character-specific model exists, search by what the character looks like:
```bashSKETCHFAB_TOKEN=<token> node scripts/find-3d-asset.mjs
--query "trump animated character" --max-faces 10000
--output public/assets/models/ --slug trump
--query "trump animated character" --max-faces 10000
--output public/assets/models/ --slug trump
下载完成后,打印动画片段名称以构建`clipMap`。若包含idle+walk动画,即可投入使用。
**层级3 — 按原型搜索**:若没有角色专属模型,按角色的外观特征搜索:
```bashPoliticians / business people
政治家/商人
node scripts/find-3d-asset.mjs --query "suit man animated walk idle" --max-faces 10000 --list-only
node scripts/find-3d-asset.mjs --query "suit man animated walk idle" --max-faces 10000 --list-only
Athletes → "athlete animated"
运动员 → "athlete animated"
Scientists → "lab coat animated"
科学家 → "lab coat animated"
Animals → search by species
动物 → 按物种搜索
**Tier 4 — Generic library fallback**: Use the best thematic match from `3d-character-library/`:
- **Soldier** — action/military/generic human (default)
- **Xbot** — sci-fi/tech/futuristic
- **RobotExpressive** — cartoon/casual (most animations, 13 clips)
- **Fox** — nature/animal
**Multi-character games**: When 2+ characters use the same base model, assign different library models to each (e.g., Soldier for Trump, Xbot for Biden) so players can tell them apart. Note material recoloring opportunities in `MODEL_CONFIG`.
**层级4 — 通用库备选**:从`3d-character-library/`中选择最匹配主题的模型:
- **士兵** — 动作/军事/通用人类(默认)
- **Xbot** — 科幻/科技/未来风格
- **RobotExpressive** — 卡通/休闲(动画最多,共13个片段)
- **狐狸** — 自然/动物
**多角色游戏**:当2个及以上角色使用同一基础模型时,为每个角色分配不同的库模型(例如,特朗普用士兵模型,拜登用Xbot模型),以便玩家区分。注意在`MODEL_CONFIG`中可对材质进行重新着色。Search & Download Script
搜索与下载脚本
Use for both character searches AND non-character models (props, scenery, buildings):
scripts/find-3d-asset.mjsbash
node scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
node scripts/find-3d-asset.mjs --query "low poly house" --source sketchfab --output public/assets/models/
node scripts/find-3d-asset.mjs --query "coin" --list-only使用搜索并下载角色模型以及非角色模型(道具、场景、建筑):
scripts/find-3d-asset.mjsbash
node scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
node scripts/find-3d-asset.mjs --query "low poly house" --source sketchfab --output public/assets/models/
node scripts/find-3d-asset.mjs --query "coin" --list-onlyAssetLoader Utility
AssetLoader工具类
Create . Critical: use for animated models — regular breaks skeleton bindings and causes T-pose.
src/level/AssetLoader.jsSkeletonUtils.clone().clone()js
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
const loader = new GLTFLoader();
const cache = new Map();
/** Load a static (non-animated) model. Uses regular clone. */
export async function loadModel(path) {
const gltf = await _load(path);
const clone = gltf.scene.clone(true);
clone.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return clone;
}
/** Load an animated (skeletal) model. Uses SkeletonUtils.clone to preserve bone bindings. */
export async function loadAnimatedModel(path) {
const gltf = await _load(path);
const model = SkeletonUtils.clone(gltf.scene);
model.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return { model, clips: gltf.animations };
}
export function disposeAll() {
cache.forEach((p) => p.then((gltf) => {
gltf.scene.traverse((c) => {
if (c.isMesh) {
c.geometry.dispose();
if (Array.isArray(c.material)) c.material.forEach(m => m.dispose());
else c.material.dispose();
}
});
}));
cache.clear();
}
function _load(path) {
if (!cache.has(path)) {
cache.set(path, new Promise((resolve, reject) => {
loader.load(path, resolve, undefined,
(err) => reject(new Error(`Failed to load: ${path} — ${err.message || err}`)));
}));
}
return cache.get(path);
}创建。重点:动画模型务必使用——常规的会破坏骨骼绑定,导致T字姿势。
src/level/AssetLoader.jsSkeletonUtils.clone().clone()js
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
const loader = new GLTFLoader();
const cache = new Map();
/** 加载静态(非动画)模型,使用常规clone方法。 */
export async function loadModel(path) {
const gltf = await _load(path);
const clone = gltf.scene.clone(true);
clone.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return clone;
}
/** 加载动画(骨骼)模型,使用SkeletonUtils.clone以保留骨骼绑定。 */
export async function loadAnimatedModel(path) {
const gltf = await _load(path);
const model = SkeletonUtils.clone(gltf.scene);
model.traverse((c) => {
if (c.isMesh) { c.castShadow = true; c.receiveShadow = true; }
});
return { model, clips: gltf.animations };
}
export function disposeAll() {
cache.forEach((p) => p.then((gltf) => {
gltf.scene.traverse((c) => {
if (c.isMesh) {
c.geometry.dispose();
if (Array.isArray(c.material)) c.material.forEach(m => m.dispose());
else c.material.dispose();
}
});
}));
cache.clear();
}
function _load(path) {
if (!cache.has(path)) {
cache.set(path, new Promise((resolve, reject) => {
loader.load(path, resolve, undefined,
(err) => reject(new Error(`Failed to load: ${path} — ${err.message || err}`)));
}));
}
return cache.get(path);
}CRITICAL: SkeletonUtils.clone vs .clone()
重点:SkeletonUtils.clone与.clone()的区别
| Method | Use for | What happens |
|---|---|---|
| Static models (props, scenery) | Fast, but breaks SkinnedMesh bone bindings |
| Animated characters | Properly re-binds SkinnedMesh to cloned Skeleton |
If you use on an animated character, it will T-pose and animations won't play. Always use for anything with skeletal animation.
.clone(true)SkeletonUtils.clone()| 方法 | 适用场景 | 效果 |
|---|---|---|
| 静态模型(道具、场景) | 速度快,但会破坏SkinnedMesh的骨骼绑定 |
| 动画角色 | 正确将SkinnedMesh重新绑定到克隆后的骨骼 |
如果对动画角色使用,模型会保持T字姿势且动画无法播放。所有带骨骼动画的模型务必使用。
.clone(true)SkeletonUtils.clone()Third-Person Character Controller
第三人称角色控制器
The proven pattern from the official Three.js example:
webgl_animation_walk采用Three.js官方示例中的成熟方案:
webgl_animation_walkCamera: OrbitControls with Target Follow
相机:带目标跟随的OrbitControls
js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Setup
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enablePan = false;
orbitControls.enableDamping = true;
orbitControls.maxPolarAngle = Math.PI / 2 - 0.05; // don't go underground
orbitControls.target.set(0, 1, 0);
// Each frame — move camera and target by same delta as player
const dx = player.position.x - oldX;
const dz = player.position.z - oldZ;
orbitControls.target.x += dx;
orbitControls.target.z += dz;
orbitControls.target.y = player.position.y + 1;
camera.position.x += dx;
camera.position.z += dz;
orbitControls.update();js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// 初始化
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enablePan = false;
orbitControls.enableDamping = true;
orbitControls.maxPolarAngle = Math.PI / 2 - 0.05; // 避免相机穿入地下
orbitControls.target.set(0, 1, 0);
// 每一帧更新——让相机和目标跟随玩家移动相同的增量
const dx = player.position.x - oldX;
const dz = player.position.z - oldZ;
orbitControls.target.x += dx;
orbitControls.target.z += dz;
orbitControls.target.y = player.position.y + 1;
camera.position.x += dx;
camera.position.z += dz;
orbitControls.update();Movement: Camera-Relative WASD
移动:基于相机视角的WASD控制
js
const _v = new THREE.Vector3();
const _q = new THREE.Quaternion();
const _up = new THREE.Vector3(0, 1, 0);
// Get camera azimuth from OrbitControls
const azimuth = orbitControls.getAzimuthalAngle();
// Build input vector from WASD
let ix = 0, iz = 0;
if (keyW) iz -= 1;
if (keyS) iz += 1;
if (keyA) ix -= 1;
if (keyD) ix += 1;
// Rotate input by camera azimuth → world space movement
_v.set(ix, 0, iz).normalize();
_v.applyAxisAngle(_up, azimuth);
// Move player
player.position.addScaledVector(_v, speed * delta);
// Rotate model to face movement direction
// +PI offset because most GLB models face +Z but atan2 gives 0 for +Z
const angle = Math.atan2(_v.x, _v.z) + Math.PI;
_q.setFromAxisAngle(_up, angle);
model.quaternion.rotateTowards(_q, turnSpeed * delta);js
const _v = new THREE.Vector3();
const _q = new THREE.Quaternion();
const _up = new THREE.Vector3(0, 1, 0);
// 从OrbitControls获取相机方位角
const azimuth = orbitControls.getAzimuthalAngle();
// 根据WASD输入构建向量
let ix = 0, iz = 0;
if (keyW) iz -= 1;
if (keyS) iz += 1;
if (keyA) ix -= 1;
if (keyD) ix += 1;
// 将输入向量按相机方位角旋转→转换为世界空间移动方向
_v.set(ix, 0, iz).normalize();
_v.applyAxisAngle(_up, azimuth);
// 移动玩家
player.position.addScaledVector(_v, speed * delta);
// 旋转模型使其朝向移动方向
// 由于大多数GLB模型朝向+Z方向,但atan2返回0时对应+Z,因此需要加上Math.PI偏移
const angle = Math.atan2(_v.x, _v.z) + Math.PI;
_q.setFromAxisAngle(_up, angle);
model.quaternion.rotateTowards(_q, turnSpeed * delta);Animation: fadeToAction Pattern
动画:fadeToAction模式
js
fadeToAction(name, duration = 0.3) {
const next = actions[name];
if (!next || next === activeAction) return;
if (activeAction) activeAction.fadeOut(duration);
next.reset().setEffectiveTimeScale(1).setEffectiveWeight(1).fadeIn(duration).play();
activeAction = next;
}
// In update loop:
if (isMoving) {
fadeToAction(shiftHeld ? 'run' : 'walk');
} else {
fadeToAction('idle');
}
if (mixer) mixer.update(delta);js
fadeToAction(name, duration = 0.3) {
const next = actions[name];
if (!next || next === activeAction) return;
if (activeAction) activeAction.fadeOut(duration);
next.reset().setEffectiveTimeScale(1).setEffectiveWeight(1).fadeIn(duration).play();
activeAction = next;
}
// 在更新循环中:
if (isMoving) {
fadeToAction(shiftHeld ? 'run' : 'walk');
} else {
fadeToAction('idle');
}
if (mixer) mixer.update(delta);Common Pitfalls
常见陷阱
- T-posing animated characters — You used instead of
.clone(). The skeleton binding is broken.SkeletonUtils.clone() - Model faces wrong direction — Most GLB models face +Z. Add offset when computing facing angle from
Math.PI.atan2() - Animation not playing — Forgot in the render loop, or called
mixer.update(delta)withoutplay()after a previousreset().fadeOut() - Camera fights with OrbitControls — Never call when using OrbitControls. It manages lookAt internally.
camera.lookAt() - "Free floating" feel — Camera follows player perfectly with no environment reference. Add a grid () and place props near spawn so movement is visible.
THREE.GridHelper - Clip names differ per model — Always log on load and define a
clips.map(c => c.name)per character. Never hardcode clip names.clipMap
- 动画角色保持T字姿势——你使用了而非
.clone(),骨骼绑定已损坏。SkeletonUtils.clone() - 模型朝向错误——大多数GLB模型朝向+Z方向,计算朝向角度时需添加偏移。
Math.PI - 动画无法播放——在渲染循环中忘记调用,或在上一次
mixer.update(delta)后未调用fadeOut()就执行reset()。play() - 相机与OrbitControls冲突——使用OrbitControls时切勿调用,该方法由OrbitControls内部管理。
camera.lookAt() - 移动无参考感——相机完美跟随玩家,但缺乏环境参考。添加网格辅助对象()和出生点附近的道具,让移动更直观。
THREE.GridHelper - 动画片段名称硬编码——不同模型的动画片段名称不同,加载时务必打印并为每个角色定义
clips.map(c => c.name)。clipMap
Process
实施流程
Step 1: Audit
步骤1:审计
- Read to confirm Three.js
package.json - Read entity files for ,
BoxGeometry, etc.SphereGeometry - List every entity using geometric shapes
- 查看确认已安装Three.js
package.json - 查看实体文件中的、
BoxGeometry等基础几何体SphereGeometry - 列出所有使用基础几何体的实体
Step 2: Plan
步骤2:规划
| Entity | Model Source | Type | Notes |
|---|---|---|---|
| Player | Soldier.glb (three.js repo) | Animated character | Idle/Walk/Run |
| Enemy | RobotExpressive.glb (three.js repo) | Animated character | 13 clips |
| Tree | find-3d-asset.mjs search | Static prop | Scenery |
| Barrel | find-3d-asset.mjs search | Static prop | Obstacle |
| 实体 | 模型来源 | 类型 | 备注 |
|---|---|---|---|
| 玩家 | Soldier.glb(Three.js仓库) | 动画角色 | Idle/Walk/Run动画 |
| 敌人 | RobotExpressive.glb(Three.js仓库) | 动画角色 | 13个动画片段 |
| 树木 | 使用find-3d-asset.mjs搜索 | 静态道具 | 场景装饰 |
| 木桶 | 使用find-3d-asset.mjs搜索 | 静态道具 | 障碍物 |
Step 3: Download
步骤3:下载
bash
undefinedbash
undefinedAnimated characters — direct curl from three.js repo
动画角色——直接从Three.js仓库用curl下载
curl -L -o public/assets/models/Soldier.glb "https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb"
curl -L -o public/assets/models/Soldier.glb "https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb"
Static props — use find-3d-asset.mjs
静态道具——使用find-3d-asset.mjs
node scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
undefinednode scripts/find-3d-asset.mjs --query "barrel" --source polyhaven --output public/assets/models/
undefinedStep 4: Integrate
步骤4:集成
- Create with
src/level/AssetLoader.jsfor animated modelsSkeletonUtils.clone() - Add character definitions to Constants.js with per model
clipMap - Set up camera with target-follow pattern
OrbitControls - Implement for animation crossfading
fadeToAction() - Use camera-relative WASD movement with
applyAxisAngle(_up, azimuth) - Add offset to model facing rotation
Math.PI - Add to ground for visible movement reference
THREE.GridHelper
- 创建,对动画模型使用
src/level/AssetLoader.jsSkeletonUtils.clone() - 在Constants.js中添加角色定义,为每个模型配置
clipMap - 配置带目标跟随的相机
OrbitControls - 实现用于动画淡入淡出切换
fadeToAction() - 采用基于相机视角的WASD移动,使用
applyAxisAngle(_up, azimuth) - 为模型朝向旋转添加偏移
Math.PI - 添加作为地面,提供直观的移动参考
THREE.GridHelper
Step 5: Verify
步骤5:验证
- Run and walk around with WASD
npm run dev - Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
- Confirm character faces movement direction
- Orbit camera with mouse drag, zoom with scroll
- Run to confirm no errors
npm run build
- 运行并使用WASD移动
npm run dev - 确认角色动画正常(静止时Idle,移动时Walk,按住Shift时Run)
- 确认角色朝向移动方向
- 可通过鼠标拖拽旋转相机,滚轮缩放
- 运行确认无错误
npm run build
Checklist
检查清单
- uses
AssetLoader.jsfor animated modelsSkeletonUtils.clone() - defined per character model (clip names vary)
clipMap - with target-follow (not manual camera.lookAt)
OrbitControls - Camera-relative WASD via
applyAxisAngle(_up, azimuth) - Model facing rotation uses offset in
+ Math.PIatan2 - pattern with
fadeToAction()beforereset()fadeIn().play() - called every frame
mixer.update(delta) - Ground grid or reference objects for visible movement
- disposes geometry + materials + stops mixer
destroy() - succeeds
npm run build
- 对动画模型使用
AssetLoader.jsSkeletonUtils.clone() - 为每个角色模型定义了(动画片段名称因模型而异)
clipMap - 使用带目标跟随的(而非手动调用camera.lookAt)
OrbitControls - 通过实现基于相机视角的WASD移动
applyAxisAngle(_up, azimuth) - 模型朝向旋转在计算中添加了
atan2偏移+ Math.PI - 实现了模式,在
fadeToAction()前调用fadeIn().play()reset() - 渲染循环中调用了
mixer.update(delta) - 添加了地面网格或参考对象,让移动更直观
- 方法释放了几何体、材质并停止了mixer
destroy() - 执行成功
npm run build