Hey guys, in case anyone else is looking for a solution to getting 3DS Max Biped-rigged meshes animated in Away3D, wanted to post the results of talking to Rob and Katopz: Basically, you're going to want to stay away from ColladaMAX NextGen and revert to an older version of the DAE Exporter. Link is in katopz email.
----------------------- dae from COLLADAMax NextGen is produce multi animation tag+ sampler, and it only work with 1 sampler for now, see my note at line 57 http://away3d.googlecode.com/svn/trunk/fp10/Examples/Collada/src/ExColladaAnimation.as it's really long todo list here also plenty of issues in the mean time you better try 3.05B or ColladaMax 3.05C instead http://sourceforge.net/projects/colladamaya/files/ -------------------------------- > On Nov 16, 5:23 pm, Rob Bateman <[email protected]> wrote: > 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] Hide quoted > text - > > - Show quoted text -
