three.js: EmissiveMap texture error when using the MMDAnimationHelper and MMDLoader (maybe is texture error

Describe the bug Same question at #23190

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But If I turn off the pointLight and only open the ambient light it can display the emissiveMap silghtly X}629QQ%`HJVTB DMXN22S )SZX}91@81{TL9WY~J6Y7NJ

I found some solutions ways like https://zhuanlan.zhihu.com/p/350136476 and https://blog.csdn.net/qq_34272760/article/details/120530944 Then I follow their ways found this

//try to type this in console to find that emissiveMap
test.mesh.material[9].uniforms.emissiveMap

Surprisingly found this image So I thought that might be the texture error when parse the PMX file then I

test.mesh.material[9].uniforms.emissiveMap = test.mesh.material[9].uniforms.emissiveMap

nothing helped

To Reproduce

Steps to reproduce the behavior:

  1. Go to download https://drive.google.com/drive/folders/1XkZkIqJa8zMwbunGL4XFAmNvDY_JZzcG?usp=sharing
  2. Drag the package which named three.js-r139 into the folder MMDLoaderTest
  3. Open VSCode and switch to test.html
  4. Click right button select “Open with Live Server”
  5. Drag canvas to back of the character to see the problem

Code

//use this function in console to play and pause the motion
PlayPause()

Expected behavior I hope this can displayed rightly

Platform:

  • Device: [Desktop]
  • OS: [Windows11]
  • Browser: [Chrome 99.0.4844.84]
  • Three.js version: [r139]
  • IDE: [VSCode]
  • VSCodeExtension: [Live Server]

About this issue

  • Original URL
  • State: closed
  • Created 2 years ago
  • Comments: 19

Most upvoted comments

OK, figured out the root issue. shininess parameter is not handled properly. I will make a PR hopefully tomorrow.

@takahirox Thanks! It works very well! I test it yesterday and didn’t found any black shadow.

I see you only merge the change to the jsm folder but js folder in example. However I am not use module. So I just copy your change to modify mmd loader in js folder. It still works! Thanks!

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