I'd like to know the answer to this as well. I think most people are
going to want to export multiple animations and would like to get the
animation name by the index. GetAnimName(index). I'm curious as to why
there aren't some simple tools/samples out there yet that will load an
animated model and populate a comboBox with the animation list to view
each animation. Should be simple to write a samples like that (for
people who are more familiar with Away3D).

On Nov 25, 1:38 pm, martin <shadowin...@hotmail.com> wrote:
> ok you write works... but where i get the name of myanimationif i
> have more then one, with one i can get the default-name way.
> debug:
>                         trace(" ==> " + 
> Array(model.animationLibrary._channels).length);
>                         trace(" ==> " + skinAnimation._channels.length);
>                         trace(" ==> " + skinAnimation._channels[0]);
>                         trace(" ==> " + skinAnimation._channels[1]);
>                         trace(" ==> " + skinAnimation._channels[2]);
>                         trace(" ==> " + skinAnimation._channels[3]);
> trace:
>  ==> 1
>  ==> 5
>  ==> [object Channel]
>  ==> [object Channel]
>  ==> [object Channel]
>  ==> [object Channel]
> yes, i want to use more then oneanimationin one .dae.
> thx
>
> On Nov 25, 4:56 am, Revalis <reva...@gmail.com> wrote:
>
> > Oh. Also note that the _channels Array is a private var. If you want
> > to be able to access it from outside the SkinAnimation Class, you'll
> > need to edit the SkinAnimation.as and change the definition from
> > private var to public var.
>
> > Alternatively, if you don't feel comfortable doing that, you can trace
> > for .start, .loop, .length on your skinAnimation to see if a value is
> > returned. But those are references to theanimationexported as a
> > whole, not individual clips.
>
> > > On Nov 24, 10:54 pm, Revalis <reva...@gmail.com> wrote:
> > > _channels is an Array that is stored in the SkinAnimation Class, not
> > > the AnimationLibrary. Change your
>
> > >  trace(" ==> " + Array(model.animationLibrary._channels).length);
>
> > > to
>
> > >  trace(" ==> " + skinAnimation._channels.length);
>
> > > Also, in trying to understand the larger scope of what you're
> > > building, are you trying to include multipleanimationsequences in a
> > > single C4D file that you are exporting out as DAE?
>
> > > > On Nov 24, 5:58 pm, martin <shadowin...@hotmail.com> wrote:
> > > > mmh so i try this:
> > > >                         //debug
> > > >                         trace(" ! Model : " + model);
> > > >                         trace(" ==> " + model.animationLibrary);
> > > >                         trace(" ==> " + 
> > > > model.animationLibrary.getAnimation("default"));
> > > >                         trace(" ! SkinAnimation: " + skinAnimation);
> > > >                         trace(" ! SkinAnimationMy : " + 
> > > > model.animationLibrary);
>
> > > >                         if (model.animationLibrary == undefined)
> > > >                                 trace("=::=> undefined");
>
> > > >                         trace(" ==> " + 
> > > > model.animationLibrary._channels);
> > > >                         trace(" ==> " + 
> > > > Array(model.animationLibrary._channels).length);
>
> > > >                         var paramName:String;
> > > >                         for (paramName in 
> > > > Array(model.animationLibrary._channels)) {
> > > >                                 trace("sch:"+paramName);
> > > >                                 
> > > > trace("sch:"+Array(model.animationLibrary._channels)[paramName]);
> > > >                         }
> > > > and get this log:
>
> > > >  ! Model : $: x:0 y:0 z:0
> > > >  ==> [object AnimationLibrary]
> > > >  ==> [object AnimationData]
> > > >  ! SkinAnimation: [object SkinAnimation]
> > > >  ! SkinAnimationMy : [object AnimationLibrary]
> > > >  ==> undefined
> > > >  ==> 1
> > > > sch:0
> > > > sch:undefined
>
> > > > when i try the default method i see myanimationin the engine, but i
> > > > want to create more then one and i want rename this hole for a better
> > > > structure...
> > > > martin
>
> > > > On Nov 23, 4:09 pm, Revalis <reva...@gmail.com> wrote:
>
> > > > > Hey martin, the animationLibrary is a little tricky. It itself is not
> > > > > an Array, but it carries an Array of theanimationChannels in it.
>
> > > > > Try tracing: trace(" ==> " + model.animationLibrary._channels);   //
> > > > > _channels being an Array, you should be able to get .length, or [0],
> > > > > [1], etc...
>
> > > > > Do you seeanimationwhen you .update() your skinAnimation ?
>
> > > > > On Nov 19, 5:45 pm, martin <shadowin...@hotmail.com> wrote:
>
> > > > > > hello everyone,
> > > > > > i have a problem to read out the names from myanimationin the
> > > > > > animationLibrary.
> > > > > > i create aanimationin maxon cinema 4d and export acolladafile with
> > > > > > ananimationsequence...
> > > > > > how can i access to thisanimation, because maxon creates other names
> > > > > > in thecolladafile as in the cinema editor scene... so i must read
> > > > > > out the names like this...
> > > > > > skinAnimation = (model.animationLibrary["default"] as
> > > > > > AnimationData).animationas SkinAnimation;
> > > > > > but without naming myanimationi cannot ceate myanimationin away ;-
> > > > > > (
> > > > > > how it works, when i try this
> > > > > > trace(" ==> " + model.animationLibrary); i get an trace like this 
> > > > > > ==>
> > > > > > [object AnimationLibrary]
> > > > > > trace(" ==> " + model.animationLibrary[0]); i get a undefined trace
> > > > > > any solutions!?
> > > > > > in my example i use the cat from katopz with bones, import the dae 
> > > > > > in
> > > > > > maxon, make myanimationan export it to mycollada...
> > > > > > greets
> > > > > > martin- Hide quoted text -
>
> > > > - Show quoted text -- Hide quoted text -
>
> > > - Show quoted text -

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