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Comments (7)

koenbok avatar koenbok commented on July 21, 2024 1

Ah, sorry. This works for me:

layer = new Layer();
layer.html = "<canvas></canvas>"
renderer = new THREE.WebGLRenderer({canvas: layer._elementHTML.childNodes[0]});

from framer.

koenbok avatar koenbok commented on July 21, 2024

Try:

Utils.domComplete(function() {
  var canvas = document.getElementById("threeCanvas");
  var renderer = new THREE.WebGLRenderer({ canvas: canvas });
})

from framer.

koenbok avatar koenbok commented on July 21, 2024

Or actually, this would be better:

var layer = new Layer({...})
var renderer = new THREE.WebGLRenderer({canvas: layer._element});

from framer.

 avatar commented on July 21, 2024

Hmmm... Same issue with both solutions. Thanks for your help.

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 avatar commented on July 21, 2024

Dude! You're awesome!

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koenbok avatar koenbok commented on July 21, 2024

Let me know how mixing Framer and Three goes. Pretty curious.

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noAlvaro avatar noAlvaro commented on July 21, 2024

We've been using Framer to prototype VR interfaces within the limits of 2D UI and skyboxes. It would be really, really nice if Framer embraced support for libraries such as Three.js with the traditional friendly approach.
Sometimes we just need to go to Unity, which sounds a little overkill for many designers.

from framer.

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