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
