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Merge pull request #13722 from donmccurdy/docs-manual-linewidth
Documentation: Set 100char linewidths on Manual section.
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docs/api/Polyfills.html

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<h1>Polyfills</h1>
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<div class="desc">Three.js includes polyfills for the following functions and constants.</div>
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<p class="desc">Three.js includes polyfills for the following functions and constants.</p>
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<h3>[page:Number.EPSILON Number.EPSILON]</h3>
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<div>
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<p>
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The difference between one and the smallest value greater than one that can be represented as a Number.
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[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
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</div>
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</p>
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<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
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<div>
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<p>
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If the argument is a positive number, negative number, positive zero or negative zero,
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the function will return 1, -1, 0 or -0 respectively. Otherwise, NaN is returned.
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[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
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</div>
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</p>
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<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
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<div>
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<p>
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Returns the name of a function, or (before ES6 implementations) an empty string for anonymous functions.
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[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
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</div>
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</p>
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<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
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<div>
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<p>
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The Object.assign() method is used to copy the values of all enumerable own properties from one or more source objects to a target object.
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It will return the target object.
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[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
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</div>
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</p>
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<h2>Source</h2>
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docs/api/renderers/webgl/WebGLProgram.html

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<body>
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<h1>[name]</h1>
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<div class="desc">Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.</div>
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<p class="desc">Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.</p>
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<h2>Built-in uniforms and attributes</h2>
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<h2>Constructor</h2>
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<h3>[name]( [param:WebGLRenderer renderer], [param:Object code], [param:Material material], [param:Object parameters] )</h3>
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<div>For parameters see [page:WebGLRenderer WebGLRenderer]</div>
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<p>For parameters see [page:WebGLRenderer WebGLRenderer]</p>
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<h2>Properties</h2>
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<h3>[property:String id]</h3>
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<div></div>
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<p></p>
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<h3>[property:String code]</h3>
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<div></div>
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<p></p>
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<h3>[property:Integer usedTimes]</h3>
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<div></div>
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<p></p>
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<h3>[property:Object program]</h3>
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<div></div>
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<p></p>
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<h3>[property:WebGLShader vertexShader]</h3>
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<div></div>
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<p></p>
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<h3>[property:WebGLShader fragmentShader]</h3>
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<div></div>
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<p></p>
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<h2>Methods</h2>
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<h3>[method:Object getUniforms]()</h3>
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<div>
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Returns a name-value mapping of all active uniform locations.
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</div>
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<h3>[method:Object getAttributes]()</h3>
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Returns a name-value mapping of all active vertex attribute locations.
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</div>
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</p>
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<h2>Source</h2>
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docs/api/renderers/webgl/WebGLShader.html

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<h1>[name]</h1>
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<div class="desc">A lower level function to compile either a vertex or fragment shader.</div>
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<p class="desc">A lower level function to compile either a vertex or fragment shader.</p>
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<h2>Example</h2>
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<h3>[page:WebGLShader objects]([page:WebGLContext gl], [page:WebGLEnum type], [page:String source])</h3>
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<p>
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gl -- The current WebGL context
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type -- The WebGL type, either gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
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source -- The source code for the shader
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</div>
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</p>
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<p>
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This will compile an individual shader, but won't link it to be a complete [page:WebGLProgram]. Note: this
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is a function so the new operator should not be used.
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</p>
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<h2>Source</h2>
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docs/api/renderers/webgl/WebGLState.html

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<h1>[name]</h1>
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<div class="desc"></div>
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<p class="desc"></p>
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<h2>Methods</h2>
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<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
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<p>
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TODO
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<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
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TODO
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<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
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depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
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<p>
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This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
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<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
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depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
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This sets, based on depthWrite, whether or not the depth data needs to be written in the depth buffer.
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<h3>[method:null setBlending]( [param:number blending], [param:number blendEquation], [param:number blendSrc], [param:number blendDst] )</h3>
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blending -- A number indicating the blending mode. Possible value are THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending or THREE.CustomBlending <br />
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blendEquation -- When blending is THREE.CustomBlending, then you can set the blendEquation. Possible values are THREE.AddEquation, THREE.SubtractEquation or THREE.ReverseSubtractEquation.<br />
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blendSrc -- When blending is THREE.CustomBlending, then you can set the blendSrc. Possible values are THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor or THREE.SrcAlphaSaturateFactor<br />
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blendDst -- When blending is THREE.CustomBlending, then you can set the blendDst. Possible values are THREE.ZeroFactor, THREE.OneFactor,THREE.SrcColorFactor, THREE.OneMinusSrcColorFactor, THREE.SrcAlphaFactor, THREE.OneMinusSrcAlphaFactor, THREE.DstAlphaFactor, THREE.OneMinusDstAlphaFactor, THREE.DstColorFactor,THREE.OneMinusDstColorFactor or THREE.SrcAlphaSaturateFactor
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This method sets the correct blending.
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<h2>Source</h2>

docs/api/renderers/webgl/plugins/SpritePlugin.html

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<h1>[name]</h1>
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<div class="desc">The Webglrenderer plugin class that allows Sprites to be rendered in the WebglRenderer. This plugin is automatically loaded in the Webglrenderer.</div>
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<p class="desc">The Webglrenderer plugin class that allows Sprites to be rendered in the WebglRenderer. This plugin is automatically loaded in the Webglrenderer.</p>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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Creates a new [name].
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<h2>Methods</h2>
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<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
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scene -- The scene to render. <br />
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camera -- The camera to render.
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<p>
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Renders the sprites defined in the scene. This gets automatically called as post-render function to draw the lensflares.
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<h2>Source</h2>
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docs/manual/buildTools/Testing-with-NPM.html

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<h1>[name]</h1>
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This article shows how to get three.js into a [link:https://nodejs.org/en/ node.js] environment so that you
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can execute automated tests. Tests can be run on the command line, or by automated
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CI tools like [link:https://travis-ci.org/ Travis].
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</p>
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<h2>The short version</h2>
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<p>
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If you're comfortable with node and npm,
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$ npm install three --save-dev
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var THREE = require('three');
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</code>
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to your test.
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<h2>Create a testable project from scratch</h2>
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If you're not familiar with these tools, here's a quick guide (for linux, the installation process
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will be slightly different using windows, but the NPM commands are identical).
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<h3>Basic setup</h3>
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</li>
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Items 2 and 3 will vary depending on how you manage your code. In the example of Physics.js
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given above, the export part is right at the end. We assign an object to module.exports:
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<p>
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Items 2 and 3 will vary depending on how you manage your code. In the example of Physics.js
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given above, the export part is right at the end. We assign an object to module.exports:
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</p>
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<code>
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//=============================================================================
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// make available in nodejs

docs/manual/introduction/Animation-system.html

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<h2>Overview</h2>
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Within the three.js animation system you can animate various properties of your models:
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[page:Geometry.morphTargets morph targets], different material properties (colors,
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Unity/Unreal Engine 4. This page gives a short overview of the main components of the
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<h3>Animation Clips</h3>
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If you have successfully imported an animated 3D object (it doesn't matter if it has
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bones or morph targets or both) - for example exporting it from Blender with the
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mesh is a character, for example, there may be one AnimationClip for a walkcycle, a second
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<h3>Keyframe Tracks</h3>
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Inside of such an *AnimationClip* the data for each animated property are stored in a
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separate [page:KeyframeTrack]. Assumed a character object has a [page:Skeleton skeleton],
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information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph
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<h3>Animation Mixer</h3>
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The stored data form only the basis for the animations - actual playback is controlled by
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<h3>Animation Actions</h3>
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The *AnimationMixer* itself has only very few (general) properties and methods, because it
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shall be performed with a fade or a time scaling, and some additional things, such crossfading
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<h3>Animation Object Groups</h3>
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If you want a group of objects to receive a shared animation state, you can use an
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<h3>Supported Formats and Loaders</h3>
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Note that not all model formats include animation (OBJ notably does not), and that only some
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Note that 3ds max and Maya currently can't export multiple animations (meaning animations which are not
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<h2>Example</h2>
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