Thanks Juan and Andreas! Andreas,
If I set a dynamic attribute in Maya, how is this read in awaybuilder. For instance, in the basic_scene the Geometry Class is added as a Maya attribute. How to I get access to this value, so that I can plug this into the setter for the color property? Thanks! Wes On Apr 26, 3:58 am, Andreas Engstrom <[email protected]> wrote: > Hi guys. > > I have added Awaybuilder support for PhongBitmapMaterial and > PhongColorMaterial and the material properties 'shininess, specular'. > The PhongColorMaterial constructor required a color value which I have > set by default to 0x00FF00 but the class has a getter and setter for > the color property so you should be fine to set that as a dynamic > attribute in Maya and that should override this default. I am very > busy moving flats at the moment so I didn't have time to set up a > scene and test it so please let me know if there are any problems. > > Cheers, > .andreas > > On 25 Apr 2009, at 22:36, Juan Bonfante wrote: > > Hey Wes, > > (sort of) You would add (for example) PhongMaterial as the Material > class *i can't remember whether thats actually a material* > > AwayBuilder would read it, but the Material you want to use would also > need to be added to the classes in the awaybuilder.material package. > Which means if you have to add it in a few places (MaterialFactory, > MaterialPropertyFactory,MaterialAttributes,MaterialType)... and it may > not work fully even then.... > > Another trick you can try is setting the material to one of the ones > AwayBuilder actively supports, then onWorldComplete, find the geometry > of the object you're looking for (by ID), then reapply the material > you want to it. > > On Apr 24, 12:30 pm, wesm <[email protected]> wrote: > > > > > Thanks Juan! I'll give this a try. > > > When you say the material is set in Maya, do you mean that you add a > > shader like a Phong and the values will be saved and parsed in the > > collada scene? Do I need to add any extra attributes so that the world > > builder will know to parse the material? > > > Thanks, > > > Wes > > > On Apr 24, 10:37 am, Juan Bonfante <[email protected]> wrote: > > >> that needs this function to work: > > >> private function worldPrescision(input : Number) : Number > >> { > >> return input * world.precision; > >> } > > >> On Apr 24, 9:36 am, Juan Bonfante <[email protected]> wrote: > > >>> Out of the box: Add your light but then all of the position (and > >>> property) values have to be multiplied by *this.world.precision > >>> variable. ShadingColorMaterial is the only one that is currently > >>> implemented, so if the lights intensity isn't high enough you'll > >>> just > >>> see a black object... you also have to set the specular, and > >>> diffusion > >>> (i think one more as well) on the material. Like this > > >>> [code] > >>> var aLight : PointLight3D = new > >>> PointLight3D({ x:worldPrescision(10), > >>> y:worldPrescision(100), z: worldPrescision(-600), > >>> brightness:worldPrescision(5), ambient:worldPrescision(30), > >>> diffuse:worldPrescision(500), specular:worldPrescision(180) }); > >>> this.world.worldView.scene.addChild(aLight); > > >>> [/code] > > >>> You then do the material setup in Maya. > > >>> On Apr 24, 8:02 am, wesm <[email protected]> wrote: > > >>>> Thanks Guys for the reply! > > >>>> So, if I want to manually implement some lights into the scene. > >>>> How do > >>>> I attach a material to the different objects in my maya scene. I am > >>>> working off the basic_scene, so my maya file is exported as 1 > >>>> collada > >>>> file. > > >>>> thanks a lot, > > >>>> Wes > > >>>> On Apr 24, 5:01 am, Juan Bonfante <[email protected]> wrote: > > >>>>> HI Wes, > > >>>>> I am working on a way of implementing lights. So far i've gotten > >>>>> the > >>>>> ShadingColorMaterial to react accordingly, much thanks to > >>>>> fabrice. As > >>>>> for being able to import them directly from the Collada I'm > >>>>> gonna try > >>>>> and dive into that right now and see if I can get it a least > >>>>> implemented. It still requires that your materials are light > >>>>> reactive, > >>>>> I'm not certain on how we utilize normal mapping easily (but I > >>>>> haven't > >>>>> looked into it yet). > > >>>>> On Apr 23, 5:41 pm, Andreas Engstrom <[email protected]> > >>>>> wrote: > > >>>>>> Adding support for lights is on the Awaybuilder to-do list but > >>>>>> unfortunately not implemented yet. I think that Juan has been > >>>>>> doing > >>>>>> some experiments with adding light support but I'm not sure how > >>>>>> far he > >>>>>> got with it. You could add your lights manually and still use > >>>>>> the rest > >>>>>> of the scene in the meantime till it gets implemented. > > >>>>>> Cheers, > >>>>>> .andreas > > >>>>>> On 23 Apr 2009, at 22:03, wesm wrote: > > >>>>>> Hey, > > >>>>>> I'm using awaybuilder and was wondering if anyone knew how to > >>>>>> incorporate simple maya lights into the scene. Ideally, I'd > >>>>>> like to be > >>>>>> able to use normal maps with my object and would like to know if > >>>>>> anyone has an example of using awaybuilder with normal maps and > >>>>>> lights. > > >>>>>> Thanks very much! > > >>>>>> Wes- Hide quoted text - > > >>>>> - Show quoted text -- Hide quoted text - > > >> - Show quoted text -- Hide quoted text - > > - Show quoted text -
