Well, explain more is the least i can do to help the comunity after
all the help i have received from the staff.

Well the basic are that you can only work at the end, with a. Mesh, or
b. ObjectContainers, i was trying to make an animation without bones,
deforming a .dae, what u know it can be done (until now for me at
least :D), the dae are in teh object container, so why just dont turn
them in a mesh, first im engineer, not a designer, second, if i dont
want to loose the hierachry (that is not suported by the as3dmod) or i
just want to make effects on one children things get more complied.

The animation i was trying to do was to deform the geometries of the
object that are actually contained in the .dae file, to give em a "in
water effect", just that they dont point directly to them, for example
lets take mr. multi mario bros done by one of the human beigns i ever
know, mr peter k., as u remember this was a .dae model, if u tried to
make the model to hve lets say a perlin noise u will get a black
screen or wont animate at all the model, this is due to the problem
that has as3dmod ith the hierachry, so how to solve it, well, the fact
is that the .dae isnt actually a model, is an entire scene so you got
to attack directly here is the model u want, in this case you have to
take a function that we all know, as mesh, BUT only from the child u
want to animate ( so you dont need to entire your entire scene, which
can be usefull to carry multi animations in a single .dae), this way
ull skip the hierachry and going to be free home to use em with
everything the mesh can support, in this case it will be
"polySurface1", but what this means is that u must target somehting
like thins on your model (ie : lpmodel, this model dint have bones at
all.)

                <visual_scene id="Scene" name="Scene">
                        <node layer="L1" id="lpmodel" name="lpmodel">

so whats the big deal, the parser from collada to mesh is old history,
well this way u can use the children indepent of the scene to twist
em, tween em, as3dmod em, jiglib em, rotate, phase em, well u call it,
without desarming ur model, using another model, etc. In fact u dont
need anymore bone to deform it if u know enough code :d
u can make ur custom animations via code with this in functions, i was
able to make mario make flip backs with this :p

ok hope this blah blah blah helps somebody out there.

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