just make a simple scrollbar, numerical stepper or some textfield and couple with a setMaterial handler. like said before, it might be in case of complex shape more easy to export as separate meshes. but since its a box, it might be easy to note at dev time from 0 to 30 its side one, from 31 to 60 side two....

Fabrice

On Sep 2, 2009, at 11:30 AM, mudong wrote:


Thanks, Fabrice,

But how do I know which face is face[0], which face is face[1] in my
mesh?

Ron

On 9月2日, 下午5时20分, Fabrice3D <[email protected]> wrote:
if your model have 4 textures applied, you will not be able to apply
as Mesh.material
you will have to loop over the Mesh.faces and set the material per face.
Mesh.faces[i].material = material;

if the model is (too) complex
you are better off splitting the geometry in more meshes with unique
material in your editor.

Fabrice

On Sep 2, 2009, at 11:06 AM, mudong wrote:





Hello,

Guy, I've been working on this for days, but I still couldn't figure
out how to do this. There are couple posts about this topic a while
back, but they didn't help my problem.

Ok, here's what I did. I made a hollowed box in google sketchup, and I used different materials(.jpg file) for some surfaces of the hollowed
box. My model was exported as .dae file. and I loaded this .dae file
in away3d. The .jpg files for material are seperated from the .dae
file. Now I just don't know how to get the material into the 3d
model.

If there was just one material, it's easy, simply add the material.
but now I have 4 materials, how do I add the materials and make sure
materials match the surfaces where they are supposed to apply to?

Many thanks,

Ron

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