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 outdated or not working.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.

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