Hey Revalis sorry to hear about yor collada problems. is it possible to send over the collada file in question for a full debug? Sometimes plugins change their formats without warning, and if this is indeed the away3d parser, we want to be able to fix the problem, which is usually relatively simple (like a node id being named differently etc).
Rob On Mon, Nov 16, 2009 at 6:39 PM, Revalis <[email protected]> wrote: > Away3D > > On Nov 16, 12:28 pm, Ken Railey <[email protected]> wrote: > > Is this Away3D or Away3DLite? > > > > > > > > On Mon, Nov 16, 2009 at 11:20 AM, Revalis <[email protected]> wrote: > > > So why is it that loading a .DAE and pulling the skinAnimation won't > > > work for this? I've been scratching my head for the last few days > > > trying to figure out why I can trace skinAnimation data, but .update > > > does nothing to it. In comparing it to the Mario example, the only > > > difference I can tell is that it was exported from Maya, and I'm using > > > 3DS Max. > > > > > Is it a problem with how .DAEs export animation from Max? Or is there > > > a parsing issue with Away3D? I definately know /something/ is being > > > seen, because I get parsed trace statements. > > > > > ! ------------- Begin Parse Collada ------------- > > > ! ------------- Begin Parse Scene ------------- > > > + Parse Node : node-Suit : node-Suit > > > + Parse Node : : > > > + Parse Node : node-Bip01 : node-Bip01 > > > + Parse Node : joint11 : node-Pelvis > > > + Parse Node : joint21 : node-Spine > > > + Parse Node : joint7 : node-L_Thigh > > > + Parse Node : joint1 : node-L_Calf > > > + Parse Node : joint4 : node-L_Foot > > > + Parse Node : joint8 : node-L_Toe > > > + Parse Node : joint18 : node-R_Thigh > > > + Parse Node : joint12 : node-R_Calf > > > + Parse Node : joint15 : node-R_Foot > > > + Parse Node : joint19 : node-R_Toe > > > + Parse Node : joint22 : node-Chest > > > + Parse Node : joint10 : node-Neck > > > + Parse Node : joint0 : node-Head > > > + Parse Node : joint2 : node-L_Clavicle > > > + Parse Node : joint9 : node-L_UpperArm > > > + Parse Node : joint5 : node-L_Forearm > > > + Parse Node : joint6 : node-L_Hand > > > + Parse Node : joint3 : node-L_Finger > > > + Parse Node : joint13 : node-R_Clavicle > > > + Parse Node : joint20 : node-R_UpperArm > > > + Parse Node : joint16 : node-R_Forearm > > > + Parse Node : joint17 : node-R_Hand > > > + Parse Node : joint14 : node-R_Finger > > > ! ------------- End Parse Scene ------------- > > > ! Animation Clips Exist : false > > > ! ------------- Begin Parse Animation ------------- > > > ! COLLADAMax2009 id : _0 > > > ! ------------- End Parse Animation ------------- > > > + Parse Geometry : geom-Suit > > > + Parse MeshMaterialData > > > + SkinWeight > > > ! channelType : matrixnode-Bip01_Footsteps > > > OUTPUT:26 > > > + Build Material : _7_-_Default-material > > > + Build Mesh : > > > + SkinAnimation > > > > > I get Animation Clips Exist: False, but then it IDs Animation data? > > > Guess I'm just not following how this works. =P > > > > > Did your experiment work, K1ng? > > > > > On Nov 12, 8:52 am, K1ngR4T <[email protected]> wrote: > > > > Thanks atom, sounds interesting... will give it a go and report > > > > progress :)- Hide quoted text - > > > > - Show quoted text - > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
