hey christopher,
sounds interesting...
how do you include exactly the xml in a swf?
and how do you actract the xml code after input it in away?
          [Embed(source="Basics.swf")]
          private var basicsEmbedded:Class;
and then...
can you post a short line of code?
thx
martin

On Jun 18, 8:55 pm, christopher watts <[email protected]>
wrote:
> 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

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