Business
Jobs
  • About Us
  • Solutions
    • Job Postings
      Post your job and receive qualified candidates in 48h.
    • Candidate Assessments
      500+ technical and psychological tests, plus anti-fraud.
    • Headhunting
      Tailor-made executive search from start to finish.
    • Payroll + EOR
      Payroll dispersal and EOR across 15+ LATAM countries.
  • Pricing
  • Jobs

0

358
Views
Importing OrbitControl.js gives uncaught type error

I'm writing some Javascript that loads a glb 3d model into a webpage. Everything is working.

But as soon as I import the OrbitControl.js (either from my local folder or online) the browser gives me this error:

Uncaught TypeError: Failed to resolve module specifier "three". Relative references must start with either "/", "./", or "../".*

Here's the full code:

import * as THREE from './three.js-master/three.js-master/build/three.module.js'
import {GLTFLoader} from './three.js-master/three.js-master/examples/jsm/loaders/GLTFLoader.js'
import { OrbitControls } from "https://threejs.org/examples/jsm/controls/OrbitControls.js"


const canvas = document.querySelector('.webgl')
const scene =  new THREE.Scene()

const loader = new GLTFLoader()
loader.load('assets/Prova.glb', function(glb){
    const root = glb.scene;
    root.scale.set(1,1,1)
    scene.add(root);
},function(xhr){
   console.log((xhr.loaded/xhr.total * 100) + "% loaded")
}, function(error){
    console.log('An error occured loading gltf')
})

const light = new THREE.DirectionalLight(0xffffff, 1)
light.position.set(2,2,5)
scene.add(light)


const sizes = {
    width: window.innerWidth,
    height: window.innerHeight
}

const camera = new THREE.PerspectiveCamera(75, sizes.width/sizes.height, 0.1, 100)
camera.position.set(0,1,2)
scene.add(camera)




const renderer = new THREE.WebGL1Renderer

({
    canvas: canvas
})

renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.shadowMap.enabled = true
renderer.outputEncoding = THREE.sRGBEncoding

controls = new OrbitControls(camera, canvas)

function animate(){
    requestAnimationFrame(animate)
    controls.update();
    renderer.render(scene, camera)
}

animate()
about 4 years ago · Juan Pablo Isaza
2 answers
Answer question

0

OrbitControls should be imported from the examples directory, just like you've imported GLTFLoader.

So you'll need something like:

import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";

Or, since you're using three.js-master in the path:

import { OrbitControls } from './three.js-master/three.js-master/examples/jsm/controls/OrbitControls";
about 4 years ago · Juan Pablo Isaza Report

0

I am not sure if u have notice the code in OrbitControls.js . Cuz it shows

import {
    EventDispatcher,
    MOUSE,
    Quaternion,
    Spherical,
    TOUCH,
    Vector2,
    Vector3
} from 'three';

So which means this was import from 'three', and to solve this problem you may need change the 'three' into the address of your 'three.module.js'. Because the original file of OrbitControls.js was for npm install.

about 4 years ago · Juan Pablo Isaza Report
Answer question
Find remote jobs

Discover the new way to find a job!

Top jobs
Top job categories
Business
Post vacancy Pricing Sales
Legal
Terms and conditions Privacy policy
© 2026 PeakU Inc. All Rights Reserved.
Andres GPT
Show me some job opportunities
There's an error!