random plancement issue three.js with for-loop

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I am trying to make a function that randomizes the placement of some clouds I imported, but the problem is, it generates the amount of clouds, but in the same position! I randomized the position, but when the code runs I have like 10 clouds in the same position. What can I do? this is the code:

loader.load('/clouds/clouds1/scene.gltf', function (clouds1) {


  var clouds1array = []
  function addClouds1(){

    for (var i = 1; i < 10; i++) {
      const clouds1Mesh = clouds1.scene
      const clouds1Position = clouds1Mesh.position
      clouds1Position.x = Math.random() * 10
      clouds1Position.y = Math.random() * 10
      clouds1Position.z = (Math.random() - 0.5 ) * 300

      clouds1Mesh.scale.setX(0.05)
      clouds1Mesh.scale.setY(0.05)
      clouds1Mesh.scale.setZ(0.05)
      
  
      scene.add(clouds1Mesh)
      clouds1array.push(clouds1Mesh)
  
      
    }
    
  }

  
  addClouds1()
  
})

edit: clouds1.scene structure is this:enter image description here

I don't know why it has this amount of children, I tried to solve with the answer, but it still does not work. The 3rd child in the end contains the mesh, and I tried using that for it to work, but it says that I cannot use it in the scene.add() function

edit: I solved the problem! I just had to put the for loop outside the load function

 for(let i = 0; i < 30; i+= 3)

loader.load('/clouds/clouds1/scene.gltf', function (clouds1) {

 
 const cloud = clouds1.scene

 const child1 = clouds1.scene.children[0].children[0].children[0].children[2].children[0]


 child1.material = new THREE.MeshStandardMaterial({ emissive: 'white', emissiveIntensity: 0.5})

 cloud.scale.set(0.05, 0.05, 0.05)

 cloud.position.x = (Math.random() - 0.5) * 500
 cloud.position.y = (Math.random() + ((Math.random() + 20 ) + 70))
 cloud.position.z = (Math.random() - 1) * 500

 cloud.rotation.x = Math.random()
 cloud.rotation.y = Math.random() 
 cloud.rotation.z = Math.random() 



 scene.add(cloud)


})
1 Answers

The GLTFLoader results, which you have as clouds1 is a generic object, from which you properly extract clouds1.scene. However, clouds1.scene is also a single Scene object. If you have 10 clouds in the GLTF model you loaded, then clouds1.scene will have 10 children, and you will need to loop through them like this:

loader.load('/clouds/clouds1/scene.gltf', function (clouds1) {

  var clouds1array = []

  const clouds1Children = clouds1.scene.children

  for (var i = 1; i < 10; i++) {

    const clouds1Mesh = clouds1Children[i]
    const clouds1Position = clouds1Mesh.position
    clouds1Position.x = Math.random() * 10
    clouds1Position.y = Math.random() * 10
    clouds1Position.z = (Math.random() - 0.5 ) * 300

    clouds1Mesh.scale.setX(0.05)
    clouds1Mesh.scale.setY(0.05)
    clouds1Mesh.scale.setZ(0.05)
      
    scene.add(clouds1Mesh)
    clouds1array.push(clouds1Mesh)
  
  }
  
})
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