try
var loader:Loader3D = new Loader3D();
loader.addOnSuccess(onLoadedComplete);
loader.addOnError(onLoadedError);
var initO:Object = {useGroups:true}; // only if you want to see the "g" tag of
obj file being handled as ObjectContainer3D
var parser: Obj = new Obj(initO);
loader.loadGeometry(urlofyourobjfile, parser);
Fabrice
On Jan 24, 2010, at 2:08 PM, Sylvain Godbert wrote:
> Hi All,
>
> I have successfully imported a 3ds max model in the following way :
>
> max3ds = new Max3DS();
> loader = new LoaderCube();
> loader.addOnSuccess(onSuccess);
> loader.loadGeometry("assets/etoile_3ds/etoile.3ds", max3ds);
> scene.addChild(loader);
>
> The callback for "onSuccess" is :
>
> private function onSuccess(event:Event):void
> {
> model = loader.handle as ObjectContainer3D;
> model.scale(5);
> }
>
> This works perfectly.
>
>
> Now, I am doing the very same thing, but I am loading the object as
> *.obj :
>
> obj = new Obj();
> loader = new LoaderCube();
> loader.addOnSuccess(onSuccess);
> loader.loadGeometry("assets/etoile_obj_prefab/myModel/myModel.obj",
> obj);
> scene.addChild(loader);
>
> private function onSuccess(event:Event):void
> {
> model = loader.handle as ObjectContainer3D;
> model.scale(5);
> }
>
> The problem is that "loader.handle as ObjectContainer3D" returns
> "null" and therefore makes the flash crash. Although, the model is
> successfully displayed in the scene (the geometry and the texture).
> This leads me to think that the loading does work fine, but for some
> reasons, "onSuccess" is called before the mesh is properly loaded.
>
> Am I loading my obj in the wrong way ? Is there something specific to
> do when loading an *.obj file ?
>
> Note : I am using Away3D from google.code (I downloaded a version 2
> days ago)
>
> Cheers
>
> Sylvain
>