I think you missed the idea:
make a textfield
add changed event to textfield
in your handler add something like
private function onChangedTextfield(e:Event):void
{
var index:int = Math.floor(Number(mytextfield.text));
if(index >mesh.faces.length-1 )
return;
mesh.faces[index].material = someOtherMaterial;
}
now type 0 in your textfield, then 1, then 2
this way you see which face is altered
since it can be tedious iof model is hudge, you probably undertstand
now why a slider or numerical stepper would be handy
here for instance an example where i use a scrollbar to identify a
face and in this case assign the index of the face for FaceLink
http://www.closier.nl/playground/facelink/facelink2.html
Fabrice
On Sep 2, 2009, at 4:24 PM, mudong wrote:
Fabrice,
I have no idea how to do what you mentioned in your post.
My understanding is that after I load the 3d model into away3d, I have
no way of knowing which face is "face A" which is coupled with
"material A", which face is "face B" which is coupled with "material
B". Now even I add scrollbar or textfield to the faces, I still don't
know which is which.
Please shed more light on this, I am very confused,
Thanks a lot,
Ron
On 9月2日, 下午8时32分, Fabrice3D <[email protected]> wrote:
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