That sounds fine, The issue is that i cannot find a clear example of the data format to use with the animator class. The animation will come from Maya and will be stored externally. I need an example of what that data looks like so i can plug it into Animator.
so i need 1. how do i access the verticies of the Object3D i want to deform 2. what is the format of the data i must provide per frame to the Animator? On Apr 30, 11:13 am, katopz <kat...@gmail.com> wrote: > for now we got support only bone animation for collada parser, look > like you have to do it manualy by animator class > > On 30/04/2009, evilotto <chris.watts...@gmail.com> wrote: > > > > > > > Yes, I have 2 forms of animation. > > > The translation of the mesh itself (which i know how to do) and the > > deformation of the mesh from the tracking software. This is > > represented as vertex data for each frame and is not done with bones. > > So i need a way in Away3D to do this. All the meshes are being brought > > in via collada. > > > On Apr 29, 11:14 pm, katopz <kat...@gmail.com> wrote: > >> did you mean vertex frame base animation just like in md2? > > >> 2009/4/29 evilotto <chris.watts...@gmail.com> > > >> > Are only skin based animations avalaibile in COLLADA in Away3D? all > >> > the examples i find involve skin/bone animations. I have an object > >> > that i just want to animate the translation of. I know the animation > >> > is laoding but the object does not move in away 3d. > > >> -- > >> katopzhttp://www.sleepydesign.com > > -- > katopzhttp://www.sleepydesign.com