I mainly use Lightwave (an old version) which doesn't support DAE.

However, I was able to make the Mario + bones in Maya, and export to DAE for
a test, but I'm surely not the expert on this (it was just one mesh)

Can anyone help Michael please?

-Pete

On Wed, Jul 29, 2009 at 7:54 AM, Michael Iv <[email protected]> wrote:

> Hey Pete In what ed software did you create the Focus.dae Car . I have a
> problem in creating the same hierarchy of the 3d model . In your model you
> have Steer_FR and Steer_FL which are ObjectContainer3d
> how do I make these parts so that in the Collada import they will become
> ObjectContainer3d? I used Linkage in 3ds max but it still exports for me
> only separate meshes!
> Thanks
>
>
> On Tue, Jul 28, 2009 at 9:54 PM, Peter Kapelyan <[email protected]>wrote:
>
>> I had it somewhere on my old cpu which crashed but I recovered it all, so
>> it is somewhere in a huge mess of files :/
>>
>> I will look for it tonight, if I forget, please remind me tomorrow, I have
>> a hole in my head the size of a baseball :O
>>
>> -Pete
>>
>>
>> On Tue, Jul 28, 2009 at 2:47 PM, Michael Iv <[email protected]>wrote:
>>
>>> Thank you very much . I will try . The last question :may be you have a
>>> piece of code for example which depicts basic building of awy3d and box2d
>>> incorporation ?
>>>
>>>
>>> On Tue, Jul 28, 2009 at 9:31 PM, Peter Kapelyan <[email protected]>wrote:
>>>
>>>> Yes, you just have to match your 3d objects with you Box2d ones.
>>>>
>>>> So set up your scene/game with box2d objects, then just tell the away3d
>>>> objects to match like:
>>>>
>>>> away3Dcar.x=box2Dcar.x
>>>> away3Dcar.z=box2Dcar.y
>>>> away3Dcar.rotationY=box2Dcar.rotation
>>>>
>>>> I did this once and it worked really well, here a demo of a game I never
>>>> finished :O
>>>>
>>>> http://away3d.com/pete/citydemo/
>>>>
>>>> Although the axis might be different, I think in Box2D X= Away3d Z and
>>>> Box2D Y= Away3D X
>>>>
>>>> or something screwy like that, but as you see it works well.
>>>>
>>>> -Pete
>>>>
>>>>
>>>>
>>>> On Tue, Jul 28, 2009 at 2:22 PM, Michael Iv <[email protected]>wrote:
>>>>
>>>>> But let me ask you something . Can I use 2d engine like let's say
>>>>> box2dflash in away3d space?
>>>>>
>>>>>
>>>>> On Tue, Jul 28, 2009 at 9:17 PM, Peter Kapelyan 
>>>>> <[email protected]>wrote:
>>>>>
>>>>>> I meant topdown physics, not view...Your view can be still be the same
>>>>>> (first, third person)
>>>>>>
>>>>>> Since a 2d physics engine only has 2 axises, you can get better
>>>>>> performance than using 3d physics, especially using rigid bodies.
>>>>>>
>>>>>> I am just trying to give you some solution that might be easier to
>>>>>> create in general.
>>>>>>
>>>>>> -Pete
>>>>>>
>>>>>>
>>>>>> On Tue, Jul 28, 2009 at 2:11 PM, Michael Iv <[email protected]>wrote:
>>>>>>
>>>>>>> Yes I see this but the game plot is of my boss and for now I am
>>>>>>> looking for solution if I dont find one we will change a few things 
>>>>>>> .The top
>>>>>>> view here is not an option as we want it to be 3 person view
>>>>>>>
>>>>>>> On Tue, Jul 28, 2009 at 9:07 PM, Peter Kapelyan <[email protected]
>>>>>>> > wrote:
>>>>>>>
>>>>>>>> The game you are trying to make is a bit tricky...Also it's not
>>>>>>>> realistic the way you mention it. A ball moving along a path but that 
>>>>>>>> can
>>>>>>>> move side to side, will move a lot towards the outside of a turn 
>>>>>>>> depending
>>>>>>>> on the speed.
>>>>>>>>
>>>>>>>> Have you considered using top down 2d physics? It might be alot
>>>>>>>> faster (performance wise) and possibly less hassle than using a 3D 
>>>>>>>> engine.
>>>>>>>>
>>>>>>>> I am not trying to discourage you from using a 3d physics class+ a
>>>>>>>> Path animation, but mentioning that it might be easier and more 
>>>>>>>> realistic.
>>>>>>>>
>>>>>>>> -Pete
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Jul 28, 2009 at 1:52 PM, Michael Iv 
>>>>>>>> <[email protected]>wrote:
>>>>>>>>
>>>>>>>>> The problem with the old one is that if I use it along with the new
>>>>>>>>> Trunk there are two function in the old JCar Class that are 
>>>>>>>>> overridden and
>>>>>>>>> they throw me an error (I dont remember exactly) but it means that the
>>>>>>>>> superclass from which the JCar inherits doesnt contain these two 
>>>>>>>>> functions .
>>>>>>>>> So you see it looks like it is gonna be like a chain reaction 
>>>>>>>>> -incorporating
>>>>>>>>> the old class and than to change many new ones/ Using all the old 
>>>>>>>>> version
>>>>>>>>> bundle is not an option for me because it contains fewer Classes and
>>>>>>>>> functionalitiies that I use already in my Project. But have you seen 
>>>>>>>>> the
>>>>>>>>> problem about JCar?
>>>>>>>>>
>>>>>>>>> On Tue, Jul 28, 2009 at 8:44 PM, Peter Kapelyan <
>>>>>>>>> [email protected]> wrote:
>>>>>>>>>
>>>>>>>>>> Why can't you use the old one? Does it work for you?
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Tue, Jul 28, 2009 at 1:36 PM, Michael Iv <
>>>>>>>>>> [email protected]> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hi , I appreciate your investment of time and efforts for
>>>>>>>>>>> answering such stupid quastions like mine .BUT here is the problem 
>>>>>>>>>>> : I am
>>>>>>>>>>> talking specifically about Vehicle Example that resides inside 
>>>>>>>>>>> branch/jiglib
>>>>>>>>>>> Since they (JigLibFlash team) altered the JCar Class the old
>>>>>>>>>>> example is not relevant anymore and that is because in the old  
>>>>>>>>>>> version it
>>>>>>>>>>> would receive Object3d as skin Parameter for the Car and in the new 
>>>>>>>>>>> version
>>>>>>>>>>> it accepts somthing that of ISkin interface type so in order to 
>>>>>>>>>>> match ISkin
>>>>>>>>>>> type one must take an Object3D and Cast as new Away3DMesh and that 
>>>>>>>>>>> is the
>>>>>>>>>>> Core of the problem . Because if I am doing so how can I use 
>>>>>>>>>>> getChildByName
>>>>>>>>>>> method . OR may be I am wrong in my conclusions .Anyway You can try 
>>>>>>>>>>> and
>>>>>>>>>>> compare the old Car version with the new JCar Class and you will 
>>>>>>>>>>> see the
>>>>>>>>>>> Issue. As a matter of Fact it would be nice if someone just rewrite 
>>>>>>>>>>> the old
>>>>>>>>>>> Car example for updated JigLibFlash Version
>>>>>>>>>>> Thanks!
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Jul 28, 2009 at 6:39 PM, katopz <[email protected]>wrote:
>>>>>>>>>>>
>>>>>>>>>>>> here's new one for new JigLib
>>>>>>>>>>>>
>>>>>>>>>>>> http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as
>>>>>>>>>>>>
>>>>>>>>>>>> sry that i got no time to convert all examples to new JigLib
>>>>>>>>>>>> version for you
>>>>>>>>>>>> feel free to help us and also JigLib team by migrate them and
>>>>>>>>>>>> submit back to group or tell them about issue you found
>>>>>>>>>>>> opensource is growing that way :)
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> <http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as>
>>>>>>>>>>>> hth
>>>>>>>>>>>>
>>>>>>>>>>>> 2009/7/28 Michael Iv <[email protected]>
>>>>>>>>>>>>
>>>>>>>>>>>> Yes I finally found it .And that is the exactly the problem that
>>>>>>>>>>>>> this version is old /. In the previous version the JCar Class was 
>>>>>>>>>>>>> getting as
>>>>>>>>>>>>> it's parameter Object3d so it was working fine. But now they 
>>>>>>>>>>>>> changed it to
>>>>>>>>>>>>> ISkin and this ISkin
>>>>>>>>>>>>> does not accepts Object3d or Object3DContainer but Mesh and I
>>>>>>>>>>>>> must treat loaded  object as Object3dContainer in order to access 
>>>>>>>>>>>>> its
>>>>>>>>>>>>> children through getChildByName. I cant believe they screwed this 
>>>>>>>>>>>>> thing
>>>>>>>>>>>>> up!!!!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Tue, Jul 28, 2009 at 5:44 PM, katopz <[email protected]>wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> http://away3d.googlecode.com/svn/branches/jiglib/src/
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> fyi : this code for old jiglibflash version, do try migrate it
>>>>>>>>>>>>>> yourself
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 28/07/2009, SasMaster <[email protected]> wrote:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > Didnt find
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > On Jul 28, 4:37 pm, Peter Kapelyan <[email protected]>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>> >> I think there is a demo in the Away3D trunk, and jiglib
>>>>>>>>>>>>>> along with it.
>>>>>>>>>>>>>> >> Take
>>>>>>>>>>>>>> >> a look if you can.
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> -Pete
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> On Tue, Jul 28, 2009 at 4:00 AM, SasMaster <
>>>>>>>>>>>>>> [email protected]> wrote:
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> > Anyone knows how to use a CollisionSystem of JigLibFlash?
>>>>>>>>>>>>>> Because
>>>>>>>>>>>>>> >> > their documentation is very poor...
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> --
>>>>>>>>>>>>>> >> ___________________
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> HTTP://AWAY3D.COM
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> katopz
>>>>>>>>>>>>>> http://www.sleepydesign.com
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> katopz
>>>>>>>>>>>> http://www.sleepydesign.com
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> ___________________
>>>>>>>>>>
>>>>>>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>>>>>
>>>>>>>>>> HTTP://AWAY3D.COM
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> ___________________
>>>>>>>>
>>>>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>>>
>>>>>>>> HTTP://AWAY3D.COM
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> ___________________
>>>>>>
>>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>
>>>>>> HTTP://AWAY3D.COM
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> ___________________
>>>>
>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>
>>>> HTTP://AWAY3D.COM
>>>>
>>>
>>>
>>
>>
>> --
>> ___________________
>>
>> Actionscript 3.0 Flash 3D Graphics Engine
>>
>> HTTP://AWAY3D.COM
>>
>
>


-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

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