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On Feb 22, 2:30 pm, charglerode <chargler...@gmail.com> wrote: > Bump > > On Feb 20, 7:43 pm, charglerode <chargler...@gmail.com> wrote: > > > > > Thanks for the snippet Rob. Unfortunately, some weird things are > > happening that I cant explain. The material library comes back null > > and when I trace out myObject I get "$: x:0 y:0 z:0" I have > > successfully added the object to the stage and it shows up fine, but > > whenever I try to trace any properties everything comes back null. > > This is the function: > > > private function onObjLoaded( e:Loader3DEvent ):void > > { > > _obj = e.loader.handle; > > _obj.scaleX = -1; > > > var matData:MaterialData = matLib.getMaterial( > > "Material1" ); > > trace( matData ); > > var bitmapMat:BitmapMaterial = matData.material as > > BitmapMaterial; > > trace( bitmapMat ); > > matData.material = newWhiteShadingBitmapMaterial( > > bitmapMat.bitmap ); > > > _scene.addChild( _obj ); > > > addEventListener( Event.ENTER_FRAME, onRender ); > > } > > > On Feb 2, 1:29 pm, Rob Bateman <rob.bate...@gmail.com> wrote: > > > > Hey charglerode > > > > once the object and texture has loaded, just do this: > > > > var myObject:Object3D = myLoader.handle > > > > var myMaterialLibrary:MaterialLibrary = myObject.materialLibrary > > > > var myMaterialData:MaterialData = > > > myMaterialLibrary.getMaterial("myMaterial"); > > > > var myBitmapMaterial:BitmapMaterial = myMaterialData.material as > > > BitmapMaterial; > > > > myMaterialData.material = new > > >WhiteShadingBitmapMaterial(myBitmapMaterial.bitmap); > > > > make sure the argument in the getMaterial() method is the name of the > > > material you want to change in yourobjfile. > > > > cheers! > > > > Rob > > > > On Tue, Jan 26, 2010 at 8:48 AM, Fabrice3D <fabric...@gmail.com> wrote: > > > > access the materialdata and change the material > > > > or parse the faces, nullify the materials and apply a new material > > > > > Fabrice > > > > > On Jan 26, 2010, at 8:48 AM, charglerode wrote: > > > > > > You got it Peter. Sorry for the confusion. TheOBJloader > > > > > automatically loads the image from the MTL file, but always applies it > > > > > as an away3d BitmapMaterial. I would like the loader to apply it as an > > > > > away3d WhiteShadingBitmapMaterialinstead or any other away3d bitmap > > > > > material I may want. > > > > > > On Jan 25, 6:24 am, Peter Kapelyan <flashn...@gmail.com> wrote: > > > > >> I think the subject of thread is his problem, he is loading anOBJ, an > > > > >> instead of loading the bitmap to a BitmapMaterial, he'd like it to > > > > >> be a > > > > >>WhiteShadingBitmapMaterialinstead on hisOBJ, and was wondering if > > > > there is > > > > >> some easy way to do it. > > > > > >> -Pete > > > > > >> On Mon, Jan 25, 2010 at 4:00 AM, Fabrice3D <fabric...@gmail.com> > > > > >> wrote: > > > > >>> I'm not sure I follow you here... > > > > >>> If theobjdoesn't load the image you want, edit in your 3d app or > > > > alter > > > > >>> the mtl file where the file url is stored. > > > > > >>> Fabrice > > > > > >>> On Jan 25, 2010, at 8:15 AM, charglerode wrote: > > > > > >>>> This means that I still have to load the texture separately. Since > > > > >>>> the > > > > >>>>OBJloader already loads the texture I would prefer it keep loading > > > > >>>> the texture, but just let me specify which type of bitmap material > > > > >>>> to > > > > >>>> use when applying it. Is this possible? If I have to load the > > > > >>>> texture > > > > >>>> myself, then that means I have to keep a reference to a JPG file > > > > >>>> for > > > > >>>> eachOBJfile, which kind of defeats the purpose of using anOBJfile > > > > >>>> especially since I am trying to avoid constant republishing. > > > > > >>>> On Jan 24, 10:47 am, Fabrice3D <fabric...@gmail.com> wrote: > > > > >>>>> once loaded, just parse the handle, and when a mesh type is found > > > > >>> apply... > > > > >>>>> Look for example in geom package at Mirror.as line 246 code, you > > > > >>>>> need > > > > >>> write something recursif like this... > > > > > >>>>> Fabrice > > > > > >>>>> On Jan 24, 2010, at 6:23 AM, charglerode wrote: > > > > > >>>>>> This doesn't work because when I load in theOBJfile, I grab the > > > > >>>>>> handle as an ObjectContainer3D which does not have a material > > > > >>>>>> property. Searching around here only turned up a method which > > > > requires > > > > >>>>>> I loop through and set the material of each individual face of > > > > >>>>>> mesh. > > > > >>>>>> This also requires that I load in the JPG separately instead of > > > > >>>>>> letting theOBJloader handle it. I'd like theOBJloader to handle > > > > >>>>>> loading of the mesh and the texture on its own, but I would like > > > > >>>>>> to > > > > >>>>>> specify which type pf bitmap material to use. Is it possible to > > > > >>>>>> cast > > > > >>>>>> the loadedOBJhandle as an instance of Mesh, seeing as Mesh has a > > > > >>>>>> material property? > > > > > >>>>>> On Jan 22, 6:36 am, Peter Kapelyan <flashn...@gmail.com> wrote: > > > > >>>>>>> Hi did you you try a simple: > > > > > >>>>>>> myObject.material=someOthermaterial; > > > > > >>>>>>> in case you dont want to reload the bitmap you can probably do > > > > >>> something > > > > >>>>>>> like: > > > > > >>>>>>> var myBitmap(orData,I forget)=myObject.material.bitmap; > > > > > >>>>>>> Hope I didn't miss the point of your question > > > > > >>>>>>> -Pete > > > > > >>>>>>> On Fri, Jan 15, 2010 at 2:25 AM, charglerode < > > > > chargler...@gmail.com> > > > > >>> wrote: > > > > >>>>>>>> Is it possible to load anOBJ, but have the loader apply the JPG > > > > >>>>>>>> texture as aWhiteShadingBitmapMaterial( or any other ) instead > > > > of > > > > >>>>>>>> just a plain BitmapMaterial? > > > > > >>>>>>>> The reason I'm asking it because I would like to apply lights > > > > >>>>>>>> to > > > > the > > > > >>>>>>>> scene, but plain BitmapMaterials don't seem to react to > > > > >>>>>>>> lights. I > > > > >>>>>>>> don't want to have the overhead of loading texture separately > > > > >>>>>>>> and > > > > >>>>>>>> applying them face by face. Seems like a lot of unnecessary > > > > >>>>>>>> work. > > > > > >>>>>>> -- > > > > >>>>>>> ___________________ > > > > > >>>>>>> Actionscript 3.0 Flash 3D Graphics Engine > > > > > >>>>>>> HTTP://AWAY3D.COM > > > > > >> -- > > > > >> ___________________ > > > > > >> Actionscript 3.0 Flash 3D Graphics Engine > > > > > >> HTTP://AWAY3D.COM > > > > -- > > > Rob Bateman > > > Flash Development & Consultancy > > > > rob.bate...@gmail.comwww.infiniteturtles.co.ukwww.away3d.com