Hey Beka

sorry for the errors! we test all updates fairly thoroughly before uploading
but i guess this one must have slipped through...

updated in the trunk now. Please let me know if it fixes the problem

cheers

Rob


On Sat, Aug 30, 2008 at 3:08 PM, Beka Master <[EMAIL PROTECTED]>wrote:

>
> 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 -
>



-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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