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

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