Intenté exportar un cubo de esferas creado con el siguiente código usando instancedmesh como modelo gltf pero al importarlo en blender solo muestra una esfera (la esfera original). ¿Hay alguna forma de exportar las instancias también e importar toda la escena en blender como en threejs?
let scene, camera, renderer; let wrapper, canvas; function createWorld() { renderer.setClearColor(0x808080); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000); camera.position.z = 30; let light = new THREE.DirectionalLight(0xffffff, 0.8); light.position.set(0, 0, 1); camera.add(light); scene.add(camera); scene.add(new THREE.AmbientLight(0x303030)); const material = new THREE.MeshLambertMaterial(); const geometry = new THREE.SphereGeometry(0.45, 32, 16); const count = 11 * 11 * 11; let object = new THREE.InstancedMesh(geometry, material, count); let matrix = new THREE.Matrix4(); let color = new THREE.Color(); let i = 0; for (let z = -5; z <= 5; z++) for (let y = -5; y <= 5; y++) for (let x = -5; x <= 5; x++) { color.r = (x + 5) / 10; color.g = (y + 5) / 10; color.b = 1 - (z + 5) / 10; object.setColorAt(i, color); matrix.makeTranslation(x, y, z); object.setMatrixAt(i++, matrix); } scene.add(object); } function render() { renderer.render(scene, camera); } function init() { try { renderer = new THREE.WebGLRenderer({ canvas, antialias: true, }); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setPixelRatio(window.devicePixelRatio); renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1; renderer.outputEncoding = THREE.sRGBEncoding; } catch (e) { wrapper.innerHTML = '<h3><b>Sorry, WebGL2 is required but is not available.</b><h3>'; return; } createWorld(); let controls = new OrbitControls(camera, renderer.domElement); controls.enablePan = false; controls.enableZoom = false; controls.addEventListener('change', render); render(); } init();