please just only try to run yours demo :
Advanced_ShadingMaterials.fla, you can notice the problem.

hope for fast fix, anyway.... AWAY3D RULEZ!!!

On 30 Ago, 13:54, Fabrice <[EMAIL PROTECTED]> wrote:
> oh, wait...  there might be something on the init,  we've just updated  
> the ObjectContainer...
> We'll check this...
>
> Fabrice
> On Aug 30, 2008, at 1:37 PM, Beka Master wrote:
>
>
>
>
>
> > I come from the 650 revision (28 aug 2008, not so old), in that
> > revision I load, form my loader, the texture file as bitmapData, and
> > next the model with this code:
>
> > modelLoader = Obj.load(modelURL, { material:texture, scaling:0.233,
> > loadersize:300, rotationX: 90, ownCanvas:true, mouseEnabled: !isTemp,
> > useHandCursor:true } );
>
> > where in the var texture are stored my bitmapData, so I force my
> > texture and ignoring the obj file mtl setting, and it's working fine.
>
> > Now (in 655 revision), with the same code, I don't see my texture and
> > the scaling property, rotationX property is also ignored by the
> > parser, is clear that the ini:object is now ignored in the Obj.load()
> > and in the MD2.load().
>
> > what can I do to make it work in the revision 655?
>
> > -Beka
>
> > On 30 Ago, 13:14, Fabrice <[EMAIL PROTECTED]> wrote:
> >> 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 
> >> herehttp://groups.google.com/group/away3d-dev/browse_thread/thread/d0e8c3
> >> ...
>
> >> 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- Nascondi testo citato
>
> >> - Mostra testo citato -- Nascondi testo citato
>
> - Mostra testo citato -

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