Codrops 원본
Building a Scroll-Driven 3D Gallery Using a Blender Camera Path with Three.js and GSAP
스크롤 · MIT
갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.
SOURCE FILES
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index.html
<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Curve Gallery</title>
</head>
<body>
<div id="canvas-container"></div>
<button id="scroll-toggle" class="scroll-toggle" type="button">Scroll</button>
<div class="btns-container">
<button class="path-btn active" data-path="0">Path 1</button>
<button class="path-btn" data-path="1">Path 2</button>
<button class="path-btn" data-path="2">Path 3</button>
<button class="path-btn" data-path="3">Path 4</button>
<button class="path-btn" data-path="4">Path 5</button>
</div>
<script type="module" src="./src/main.js"></script>
</body>
</html>
src/main.js
import './style.css'
import * as THREE from 'three'
import { gsap } from 'gsap'
import { Observer } from 'gsap/Observer'
gsap.registerPlugin(Observer)
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(devicePixelRatio, 2))
renderer.setSize(window.innerWidth, window.innerHeight)
document.getElementById('canvas-container').appendChild(renderer.domElement)
const scene = new THREE.Scene()
scene.background = new THREE.Color(0xffffff)
scene.fog = new THREE.Fog(0xffffff, 10, 40)
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 200)
const SCALE = 16 // the curve is defined in Blender units. multiply it by 16 to obtain a consistent size within the scene.
const TEX_VARIANTS = 19 // number of images in the /img folder
const textureLoader = new THREE.TextureLoader()
const textures = loadTextureVariants(TEX_VARIANTS, textureLoader)
const TOTAL = 500 // total number of planes to create along the curve
const CAM_Z = 10 // camera offset along the Z axis
const FOCUS_DIST = 5.5 // the distance from the camera at which planes start to scale up
const MAX_SCALE = 14 // the maximum scale factor for the planes
const Z_GATE = 11 // filters out planes that are too far away in depth to avoid unnecessary calculations
const LATERAL_OFFSET_RANGE = [-1, 1]
const DEPTH_OFFSET_RANGE = [-0.75, 0.75]
const SIZE_RANGE = [0.18, 0.4]
function randomBetween(min, max) {
return min + Math.random() * (max - min)
}
function toScaledVector3([x, y, z], scale) {
return new THREE.Vector3(x * scale, y * scale, z * scale)
}
function loadTextureVariants(count, loader) {
return Array.from({ length: count }, (_, i) => loader.load(`/img/${i + 1}.webp`))
}
// reconstruct a curve from the exported Blender points
function buildCurve(raw) {
const points = raw.map(p => toScaledVector3(p, SCALE))
return new THREE.CatmullRomCurve3(points, true, 'catmullrom', 0.5)
}
// returns position and local normal (nx, ny) at a given point on the curve
function getCurveFrame(curve, t) {
const pos = curve.getPoint(t)
const tangent = curve.getTangent(t)
return { pos, nx: -tangent.y, ny: tangent.x }
}
async function init() {
const files = ['path1', 'path2', 'path3', 'path4', 'path5']
const allRaws = await Promise.all(
files.map(name => fetch(`/paths/${name}.json`).then(r => r.json()))
)
let currentPathIndex = 0
let curve = buildCurve(allRaws[0])
// convert the focus distance to a t-based threshold relative to the curve length
let focusTGate = (FOCUS_DIST * 1.5) / curve.getLength()
function createScaleAnimator(mesh) {
const proxy = { value: 1 }
return gsap.quickTo(proxy, 'value', {
duration: 0.4,
ease: 'power3.out',
onUpdate: () => mesh.scale.setScalar(proxy.value),
})
}
const planes = []
for (let i = 0; i < TOTAL; i++) {
const t = i / TOTAL // distribute planes evenly along the curve
const { pos, nx, ny } = getCurveFrame(curve, t) // get position and local normal at this point on the curve
//random offsets to distribute the objects along the curve
const lateralOffset = randomBetween(...LATERAL_OFFSET_RANGE)
const depthOffset = randomBetween(...DEPTH_OFFSET_RANGE)
const size = randomBetween(...SIZE_RANGE)
const mesh = new THREE.Mesh(
new THREE.PlaneGeometry(size, size),
new THREE.MeshBasicMaterial({
map: textures[Math.floor(Math.random() * TEX_VARIANTS)], // assign a random texture
side: THREE.DoubleSide,
})
)
mesh.position.set(
pos.x + nx * lateralOffset, // lateral offset in the XY plane
pos.y + ny * lateralOffset, // lateral offset in the XY plane
pos.z + depthOffset // depth offset
)
mesh.userData.t = t
mesh.userData.lateralOffset = lateralOffset
mesh.userData.depthOffset = depthOffset
mesh.userData.setScale = createScaleAnimator(mesh) // attach a pre-built GSAP animator for smooth scale transitions
planes.push(mesh)
scene.add(mesh)
}
function redistributePlanes(newCurve) {
planes.forEach((mesh) => {
const t = mesh.userData.t
const { pos, nx, ny } = getCurveFrame(newCurve, t)
gsap.to(mesh.position, {
x: pos.x + nx * mesh.userData.lateralOffset,
y: pos.y + ny * mesh.userData.lateralOffset,
z: pos.z + mesh.userData.depthOffset,
duration: 1.4,
ease: 'power3.inOut',
})
})
}
function computeFocusScale(distance, maxDistance, maxScale) {
const f = 1 - distance / maxDistance
return 1 + f ** 3 * (maxScale - 1)
}
// proxy object to allow GSAP to animate the camera's t position
const camProxy = { t: 0 }
const setCamT = gsap.quickTo(camProxy, 't', { duration: 1, ease: 'power3.out' })
let targetT = 0
// scroll sensitivity
const SENSITIVITY = 0.8 / (window.innerHeight * 4)
Observer.create({
target: window,
type: 'wheel,touch,pointer',
onChange: (self) => {
if (autoScroll) return
targetT += self.deltaY * SENSITIVITY
setCamT(targetT)
},
})
const AUTO_SCROLL_DURATION = 10
const AUTO_T_PER_SEC = 1 / AUTO_SCROLL_DURATION
let autoScroll = false
const camPos = { x: 0, y: 0, z: 0 }
const scrollToggleBtn = document.getElementById('scroll-toggle')
scrollToggleBtn.addEventListener('click', () => {
autoScroll = !autoScroll
scrollToggleBtn.classList.toggle('active', autoScroll)
scrollToggleBtn.textContent = autoScroll ? 'Auto' : 'Scroll'
})
document.querySelectorAll('.path-btn').forEach((btn) => {
btn.addEventListener('click', () => {
const idx = parseInt(btn.dataset.path)
if (idx === currentPathIndex) return
currentPathIndex = idx
document.querySelectorAll('.path-btn').forEach(b => b.classList.remove('active'))
btn.classList.add('active')
const newCurve = buildCurve(allRaws[idx])
redistributePlanes(newCurve)
curve = newCurve
// convert the focus distance into a curve progress threshold (0 to 1)
focusTGate = (FOCUS_DIST * 1.5) / newCurve.getLength()
// invert and normalize t to ensure the camera moves forward when scrolling down
const t = ((1 - camProxy.t) % 1 + 1) % 1
const target = newCurve.getPoint(t)
gsap.killTweensOf(camPos)
gsap.to(camPos, {
x: target.x,
y: target.y,
z: target.z + CAM_Z,
duration: 1.4,
ease: 'power3.inOut',
})
})
})
let lastTime = performance.now()
function animate() {
requestAnimationFrame(animate)
const now = performance.now()
const delta = (now - lastTime) / 1000
lastTime = now
if (autoScroll) {
targetT += AUTO_T_PER_SEC * delta
setCamT(targetT)
}
const t = ((1 - camProxy.t) % 1 + 1) % 1
const pathPos = curve.getPoint(t)
if (!gsap.isTweening(camPos)) {
camPos.x = pathPos.x
camPos.y = pathPos.y
camPos.z = pathPos.z + CAM_Z
}
camera.position.set(camPos.x, camPos.y, camPos.z)
for (const plane of planes) {
const dx = camera.position.x - plane.position.x
const dy = camera.position.y - plane.position.y
const dz = Math.abs(camera.position.z - plane.position.z)
const distXY = Math.sqrt(dx * dx + dy * dy)
let dt = Math.abs(plane.userData.t - t)
if (dt > 0.5) {
dt = 1 - dt
}
const isInFocusZone = dt < focusTGate && dz < Z_GATE && distXY < FOCUS_DIST
const targetScale = isInFocusZone ? computeFocusScale(distXY, FOCUS_DIST, MAX_SCALE) : 1
plane.userData.setScale(targetScale)
}
renderer.render(scene, camera)
}
animate();
}
init()
window.addEventListener('resize', () => {
const w = window.innerWidth, h = window.innerHeight
camera.aspect = w / h
camera.updateProjectionMatrix()
renderer.setSize(w, h)
})함께 쓰는 파일 4개 보기
src/style.css
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
width: 100vw;
}
#canvas-container {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
}
canvas {
display: block;
width: 100% !important;
height: 100% !important;
}
.scroll-toggle {
position: fixed;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
z-index: 1;
padding: 0.65rem 1.4rem;
border: 1px solid rgba(0, 0, 0, 0.15);
border-radius: 999px;
background: rgba(255, 255, 255, 0.6);
backdrop-filter: blur(6px);
color: #2a2a28;
font-family: system-ui, sans-serif;
font-size: 0.85rem;
letter-spacing: 0.02em;
cursor: pointer;
transition: all 0.2s ease-in-out;
}
.scroll-toggle:hover {
background: rgba(255, 255, 255, 0.85);
}
.scroll-toggle.active {
background: #2a2a28;
color: #f0ede8;
border-color: #2a2a28;
}
.btns-container{
position: fixed;
display: flex;
flex-direction: column;
backdrop-filter: blur(6px);
border-radius: 6px;
bottom: 1.5rem;
left: 1.5rem;
gap: 8px;
z-index: 1;
}
.path-btn {
padding: 6px 14px;
cursor: pointer;
font-size: 13px;
color: #4f4f4f;
font-weight: 200;
background: none;
border: none;
}
.path-btn.active {
color: #000000;
font-weight: 400;
}Original author attribution실행 안내·자료
Building a Scroll-Driven 3D Gallery Using a Blender Camera Path with Three.js and GSAP
Original author: Gaspard Hedde
Published by Codrops. Copyright (c) 2026 Codrops.
License: MIT, pursuant to the publisher's downloadable-demo grant.
Keep CODROPS-MIT-2026.txt and the original project notices with copies.
Third-party media exceptions and credits are recorded separately in the source inventory.
Media credits and license evidence실행 안내·자료
README.md
## Credits
Inspiration : https://www.cosmos.so/e/780940495
Bundled dependency licenses실행 안내·자료
GSAP standard license snapshot
Source: https://gsap.com/community/standard-license/
Retrieved: 2026-09-22T04:22:49.089Z
Original distribution copyright and version headers remain in the runtime code.
Standard "No Charge" GSAP License
I. DEFINITIONS
“GSAP License” means the terms and conditions of this GSAP Software License Agreement.
"GSAP Products" means any Software made available at gsap.com (https://gsap.com) or any successor sites, including but not limited to the GSAP animation library and related plugins, tools, or extensions.
"Permitted Uses" means the implementation and/or use of GSAP Products on any website, web application, or digital interface by any person or entity (which may include, for clarity, those of companies that compete with Webflow in other areas of business).
"Prohibited Uses" means any implementation and/or use of GSAP Products in tools that allow users to build visual animations without code that encourages, induces, or materially assists in creating a solution that competes with Webflow’s visual animation building capabilities.
"Competitive Products" means any software, tool, or service that enables users to create, edit, or manage animations through a visual interface or builder similar to Webflow (https://webflow.com).
II. GRANT OF LICENSE
Subject to the terms and conditions of this GSAP License, Webflow grants you a non-exclusive, worldwide license to use, reproduce, display, and implement GSAP Products solely for Permitted Uses.
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Use any GSAP Products for any Prohibited Uses without prior written consent;
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General: This GSAP License is incorporated into and subject to Webflow’s Terms of Service available here (https://webflow.com/legal/terms) ("Terms of Service"). In the event of any conflict or inconsistency between this GSAP License and the Terms of Service, the terms of this GSAP License shall govern in relation to your use of any GSAP Products.
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No Waiver: Failure of Webflow to enforce any provision of this GSAP License shall not constitute a waiver of future enforcement of that or any other provision.
FAQ
Is it acceptable for AI tools like ChatGPT, Cursor, Lovable, Webstudio, etc. to generate GSAP code?
Absolutely! AI-generated code is not a "Prohibited Use".
What if a WordPress plugin or theme or other niche tool allows users to create GSAP-driven effects through a visual interface? Is that prohibited?
We want to encourage developers to build on top of GSAP, including visual tools that don't directly compete with Webflow's rich animation-building capabilities. If you are not sure if your product might be considered a "Prohibited Use", feel free to contact us (https://gsap.com/contact) so we can talk through it!
Can I really use GSAP in commercial projects without paying anything?
Yes, really! Commercial usage is covered under the standard license. All of GSAP including the plugins that were formerly "members-only" like SplitText (https://gsap.com/docs/v3/Plugins/SplitText/) and MorphSVG (https://gsap.com/docs/v3/Plugins/MorphSVGPlugin) can be used in commercial projects at no charge. Enjoy! 💚
Effective date: April 30, 2025
Last modified date: May 30, 2025
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BEHIND THE EXAMPLE
이 장면을 만드는 원리
경로 전환 동안 카메라 추적을 잠시 넘기기
반복 입력에서 현재 의도와 전환의 종료·취소 책임을 명시합니다.
- 이 예제에서는
- 경로 버튼은 plane을 새 곡선으로 이동시키고 camPos의 기존 tween을 종료한 뒤 새 위치로 보냅니다. animate는 camPos가 tween 중일 때 곡선 좌표를 직접 덮어쓰지 않습니다.
