Hey Beka,
if you come from an older version, there are indeed improvements on
code and functionality
done on the latest update.
Here a bit of info:
Obj class, supports groups and autoloading of the textures.
so where the previous parser was seeing the whole obj file as one Mesh
you can now have multiple object3ds and multiple textures.
This also means the companion file mtl must be valid and located in
same directory as the obj file.
the textures are also like the format guidelines relative to the mtl
file.
so basically if you just make a loader and addchild your loader, you
should see your model
fully textured with no problems. if the mtl tag is found in the obj
file and the mtl is not there, you will have an error
traced, but the parsing will continue.
the loader handle returns now an Object3D, but it can be an Object3D
with mesh geoemtry or an ObjectContainer3D containing an Object3D that
also can be a container.... the rule: if you make a group or
polygonmeshgroup into your ap, it will be a container.
Some app export also per default any obj files as one group, so to set
your object3D var in the loadSuccess you will need to access
the children array. like this: var myModel = (loader.handle as
ObjectContainer3D).children[0]
the obj parser also has two extra features, it generates a default
white BitmapMaterial, so if your model is white thats because the
mtl file do not have the propper url for the source. If your model has
unvalid uv's or no uv's defined, the parser will generate default ones
for you. This is made to avoid crashes or error popups in the player
if you have an application loading dynamic data and have partially
unvalid models.
For the material override, if you export a model with textures (mtl
file), if you set a material in the loader, it will possibly be
overwrited by the obj material(s) defined into the mt file. If you
wish to set by hand instead of using the mtl info, make sure you
explode all your groups within your 3D editor so that you have only
one mesh, and if your app exports per default an mtl, open the obj
file with a text editor and clear the second line, "use mtl+url" and
clear all other reference to this mtl in the obj file.
the md2 containing animation
you need to import the AnimationSequence class
I've answered your question already here
http://groups.google.com/group/away3d-dev/browse_thread/thread/d0e8c311c1699098
Fabrice
On Aug 30, 2008, at 12:35 PM, Beka Master wrote:
this is my code for load Obj and Md2 Models:
modelLoader = Obj.load(modelURL, { material:texture, scaling:0.233,
loadersize:300, rotationX: 90, ownCanvas:true, mouseEnabled: !isTemp,
useHandCursor:true } );
modelLoader = Md2.load(modelURL, { material:texture, scaling:0.023,
loadersize:300, rotationX: 0, ownCanvas:true, mouseEnabled: !isTemp,
useHandCursor:true } );
I think that the ini:Object is no more working.
please help.
On 30 Ago, 12:17, Beka Master <[EMAIL PROTECTED]> wrote:
Hi everybody,
I got all things messed up with the last SVN update (revision 655):
- all Obj model bigger, rotated in X of 90°, random color textured
instead of my BitmapMaterial
- all MD2 animated totaly not working, throw an error on loading at
away3d.loaders::Object3DLoader/onParserComplete()[D:\Away3D_SVN\trunk
\src\away3d\loaders\Object3DLoader.as:235]
What's happening???
please helppppppp.
-Beka