Hi Kinsman in case it's Collada format, i think it's better if you do it backward, i mean just mod form existing collada.as, here's the guide
1. dae = xml = text, so try compare both results from working one and your exported version and you 'll see what's the diff and what's the problem, try make it simple, 1 plane is enough and try basic animation after that 2. you can copy paste some node in XML there to compare change 3. must open debug mode and after you finish mod, you'll understand how it work after that, i think ;) If you wanted to pose a model dynamically (i.e. take each > bone and rotate it in code, then update the model), how would you go > about doing that - or go about writing a new class that could do it > for you? try here, http://sleepydesign.blogspot.com/2008/07/away3d-collada-animation.html and some here http://blog.r3c7.net/?p=216 hth 2009/3/3 Kinsman <[email protected]> > > I have a copy of Milkshape 3D, which exports to Collada, but doesn't > export the skeletal or animation information - so, what I'd like to do > is write an Milkshape 3D importer. However, while I can make sense of > how to write a mesh from scratch, I'm having trouble figuring out how > to write a skeleton from scratch, or an animation frame. > > One other thing I noticed about Collada import is that all the model's > possible movements are baked into the file in pre-made animation > sequences. If you wanted to pose a model dynamically (i.e. take each > bone and rotate it in code, then update the model), how would you go > about doing that - or go about writing a new class that could do it > for you? > > I won't ask for full code or anything to solve the problem - but some > descriptions of how animation and skeleton classes link to each other > would be great. -- katopz http://www.sleepydesign.com
