Hi Nick, I have similar topic which I want to share with you.
You can use AnimationLibrary in package away3d.loaders.utils to hold different animations. To fill AnimationLibrary with objects of type BonesAnimator or derived use addAnimation function and fill animator property of returned object. E. g.: .. public var al:AnimationLibrary; al = new AnimationLibrary(); (al.addAnimation(item)).animator = new BonesAnimator(...); // or derived from BonesAnimator ... Set property _target of BonesAnimator class (property of base away3d.animators.Animator). When you want to play an animation just get a BonesAnimator object out of AnimationLibrary set progress to 0 and call play(). Mostly everything is there to hold animations. Me too, I am fighting with loading the animations. I exported from 3DS Max different DAE files. Stripped the geometry and loaded one DAE file per animation. The performance is not good and I have to choose a different way of maybe load the animation data more directly. Maybe you or someone else has an idea !!! If there is no need to load animations dynamically, you can also load everything in one dae file, extract the animations from the one long animation you get after loading and build the animation library. You then need an additional (hand made) (xml) file which says animation1 from frame or time x1 to y1, animation2 from x2 to y2 and so on. Volker On 6 Jan., 17:19, "nikolaj.cz" <[email protected]> wrote: > Hi, > > does anyone have an experience with exporting multiple bonesanimation > in one collada DAE and importing them to away3D? What I'm trying to do > is export character with walk cycle, idle, jump animations from 3dMax > 2009 and I want to be able to switch between them in away3D... I've > looked into many tutorials and samples on net - everything seems to be > outdated or not working. It is really confusing and I'm coming here as > a last resort of hope to solve it :( > > thanks in advance, > > nick.
