OBJ is a problematic format because it's implemented differently in different exporters, and the Away3D parser sort of becomes a mishmash of these different implementations. This means that some things might not be carried across correctly, even though they are in the file (e.g. because they aren't standard and the Away3D parser cannot rely on them to be there.) Maybe your issues stem from this fact.
If you know 3DS to work for you, why not use that instead? It is much more compact (about 30-40% the size of an OBJ with the same contained geometry) so there is really little reason to use OBJ in the first place. Cheers /R On Jul 9, 12:20 am, Choons <chadkim...@gmail.com> wrote: > this is for 3.6 and is driving me nuts. I have an OBJ file that > contains several meshes (o) - sleeves, collar, etc. I can get the OBJ > file to load and display in various ways, but I can't figure out how > to access the individual meshes like Sleeve_R, Collar, etc. so I can > swap out materials interactively. I've done this quite easily using > 3ds files parsed into ObjectContainer3D's using the for each(var > child:Mesh in myObjectContainer3D.children) approach but that seems > not to work with 3.6's OBJ parsing system. > > So it seems this should be an easy thing to do. How do you get access > to the individual meshes from an OBJ file parsed in 3.6?