> Is it cool to email the files over? All the files you need are in trunk. How cool is that?? :)) if you want do same as Prefab, just rename meshes so that they are unique and not null, ensure meshes materials are applied at mesh level instead of faces.
Considering the fact that this override do fix your issues, this means that you have probably meshes with muliple materials or that you have meshes/materials in your file using same id's. So looking/fixing your file xml should resolve your issue without writing a single line of code. Fabrice On Jan 16, 2010, at 12:56 PM, colouredfunk wrote: > Hey Fabrice, Thanks for your reply!!! Yeah I'm using the latest > version...Is it cool to email the files over? What's your email > address? > > [email protected] > > On Jan 15, 8:47 pm, Fabrice3D <[email protected]> wrote: >> Actually there is no extra magic, Prefab uses the trunk. So its pure Away >> magic :) >> The only custom diff being overriding the filemateriallib in abstractparser >> to fit internal requirements of the app and unique (re)naming of each meshes. >> Few checks are also done during the parsing, but if you do not get any >> warning, then the result should be identical >> once loaded into your project. >> >> If the file doesn't hold animation, why not trade it for a lightweight .awd >> or .as3 export from Prefab? >> >> Fabrice >> >> On Jan 15, 2010, at 1:15 PM, Dave wrote: >> >> >> >>> Awesome. Look forward to it! >>> One question I have is about the parser you're using in Prefab... >> >>> I have a model with some textures and when I use my code in Flash >>> (Away FP 10), it can't find some textures etc/things are a little >>> messed up. >>> However, when I drag and drop it into PreFab, it looks great. Is >>> there any way you can show us the code PreFab is using to import DAEs >>> please as I think your code is looking to be the best. >> >>> Obviously there's a few different ways to parse DAE but I'd be >>> interested to know the difference between my code and yours and where >>> I may be going wrong. >> >>> Thanks again, >>> Dave >> >>> On Jan 14, 2:25 pm, Fabrice3D <[email protected]> wrote: >>>> thx Dave! >>>> Looking at the new features I have running on my dev version on my screen >>>> I hope your POSSIBLY will become a SURELY :)) >> >>>> Just a few more days till next update... >> >>>> Fabrice >> >>>> On Jan 14, 2010, at 3:11 PM, Dave wrote:> And don't forget to use PreFab's >>>> awesome normal map generator! >>>>> POSSIBLY my favourite feature about this awesome Air app. Great work >>>>> Fabrice!!! >> >>>>> On Jan 13, 10:32 am, colouredfunk <[email protected]> wrote: >>>>>> Hiya >> >>>>>> I’m want to use PreFab to weld the vertices of my 3ds file before >>>>>> loading it into the Away3D project. The 3ds model is textured baked, >>>>>> with all the textures merged into one external file, relative to the >>>>>> root of the 3ds. >> >>>>>> I import it into prefab – looks OK >>>>>> Weld the object – loads of vertices weld – sweet! >> >>>>>> Now when it comes to exporting I have a few probs; not too sure which >>>>>> one is the best option, I’ve tried all of them and can’t get any of >>>>>> them to work. Awd; my big merged texture map gets dupped for each >>>>>> object in the scene, not ideal. When I import it back into prefab, no >>>>>> textures load. Obj; doesn’t import back into prefab at all. AS; when >>>>>> loading in flash, nothing shows.... >> >>>>>> So based on the above I’m a bit list where I’m going wrong. What >>>>>> target is best, AWD? My scene is a basic room with no animations... >> >>>>>> Thanks in advance!- Hide quoted text - >> >> - Show quoted text -
