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
> 

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