If you have the ability to export your scene as a collada file then just the transforms on the mesh will be included. If file size is an issue, you can embed the XML of the collada file into a .swf and that will convert it to byte code. then just load the swf to get the XML. doing this i got a 10 fold decrease in file size.
On Wed, Jun 17, 2009 at 7:42 PM, renkster <[email protected]> wrote: > > Just another question. i decide to throw all my questions inside this > thread, so maybe this might be helpful for somebody other starting > with away3d and md2. > > So - ive got a character which should perform several animations > triggered at runtime. > > Some questions: > > - is it the proper way to export every animation-sequence as a single > md2 which also contains the whole geometry-information? Or will > vertice-duplicates in the geometry be ignored from the engine? > > - is there some manager to handle the different sequences. i fooled > around with the animator (http://www.closier.nl/blog/?cat=6), tried to > register the sequences. > But if i get the point the animator is there to manage still md2 to > simulate a animated md2, right? > > - Since my whole framework environment runs with 30 fps - the md2-ani > should run also with 30 fps, or ist it possible to export them with a > lower framerate? ( aka lower filesize?) > > - the model has a total polycount of around 1000. Each md2 has a size > of 96kB > exported to AS3 -> 400kB. Do i some mistake? > > > > thanks again before :-), > olee > > > > On 17 Jun., 16:24, renkster <[email protected]> wrote: > > okay, i found the problem. > > > > md2.play(new AnimationSequence("run", true, true, 10)); > > i didnt recognized the sequence in the md2 has to be named and called > > by this name via AnimationSequence. > > > > But no worries - I dont think this will be my last question ;-) > > > > Thanks > > > > On 17 Jun., 15:15, renkster <[email protected]> wrote: > > > > > Hey Fabrice, > > > > > thanks for your answer. Would you be so kind to spend me again a bit > > > of your time? > > > > > My model is loaded correct, also the texture(with some uv-problems, > > > but this may be done later) > > > But no animation is played. > > > > > A short schematic- rundown of what iam trying: Something wrong > > > implemented? > > > > > Olee > > > > > package firstContact > > > { > > > public class FirstConatctAway3D extends Sprite > > > { > > > public var view : View3D; > > > public var sphere : Sphere; > > > > > [Embed(source="../../assets/firstContact/ > > > test_6.md2",mimeType="application/octet-stream")] > > > public static const BMD2 : Class; > > > > > > [Embed(source="../../assets/firstContact/texture_low.jpg")] > > > public static var Texture : Class; > > > > > public function FirstConatctAway3D() > > > { > > > initObjects(); > > > addEventListener(Event.ENTER_FRAME, > onEnterFrame); > > > } > > > > > private function initObjects() : void > > > { > > > > > md2 = Md2.parse(BMD2, {ownCanvas:true, > name:"torso", > > > material:material, back:material}); > > > md2.movePivot((md2.minX + md2.maxX) / 2, > (md2.minY + md2.maxY) / 2, > > > (md2.minZ + md2.maxZ) / 2); > > > md2.x = md2.z = 0; > > > md2.scale(1); > > > md2.y = 2000; > > > md2.play(new AnimationSequence("run", true, > true, 10)); > > > view.scene.addChild(md2); > > > } > > > > > private function onEnterFrame(event : Event) : void > > > { > > > md2.rotationY += 1; > > > view.scene.updateTime(); > > > view.render(); > > > } > > > } > > > > > } > > > > > On 17 Jun., 13:09, Fabrice3D <[email protected]> wrote: > > > > > > Hi Olee, > > > > Welcome to Away! > > > > > > for your md2, if you do not will make the same md2 url dynamic > > > > you indeed can export to as3. > > > > Use the Mesh method (the animation export is not yet implemnted in > the > > > > as3Exporter class) > > > > like this > > > > > > myloadedmd2.asAS3Class("Coolname", "coolpackagename", true, true); > > > > > > save the clipboard in textapp as Coolname.as > > > > then add to your code, import coolpackagename.Coolname; > > > > > > var myanim:Coolname = new Coolname(); > > > > view.scene.addChild(myAnim); > > > > > > from now on, "driving the animation is the same for AS3 or md2, same > > > > > rule for Animator native class. > > > > myAnim.play(new AnimationSequence("run", true, true, 10)); > > > > > > in your enterframe, add the line > > > > > > view.scene.updateTime(); > > > > > > you have a whole collection of methods, event that can be used, > set... > > > > this should help you get started. --> read the online doc > > > > > > Fabrice > > > > > > On Jun 17, 2009, at 12:59 PM, [email protected] wrote: > > > > > > > Hi Group, > > > > > > > first of all - this is my first project using the away3d library > and > > > > > iam pretty anticipated to work with it. but unfortunately the > > > > > timescale for the project is quite tight so maybe i have to ask > some > > > > > silly questions instead of enjoing the learning process :-) > > > > > > > First thing: i have to animate a character, which is exported from > max > > > > > as md2 with different animated sequences. the sequences has to be > > > > > imported, played and blended over. > > > > > > > So far i think the best way is to convert the md2 as as3 - but from > > > > > this point iam confused how do i have to use the animation-engine > from > > > > > away. > > > > > Is it just a : instance_of_seq_01.play(), > > > > > or do i have to use the AnimationSequence ? (instance.play(new > > > > > AnimationSequence("run", true, true, 30))) > > > > > > > Is there somewhere a quick rundown which is the best way to do this > i > > > > > havent seen yet? > > > > > Or is somebody willing to push me in the right direction? > > > > > > > Thanks in advance, > > > > > Olee >
