ah yes sorry..
this code is for the AS3exporter... not the objExporter
Fabrice
On Oct 4, 2009, at 5:04 PM, martin wrote:
thx for the code...
but for tracing the obj string, your code doesn't work...
i use this:
private function classReady(e:ExporterEvent):void
{
trace("---obj start...");
trace(e.data.toString());
trace("---obj done...");
}
thx, and have a nice sunday ;-)
martin
On 4 Okt., 01:13, Fabrice3D <[email protected]> wrote:
Its very easy:
import myclass; //--> your outputed as3 class
import away3d.exporters.ObjExporter;
import away3d.events. ExporterEvent;
in your code
var exporter:ObjExporter = new ObjExporter();
exporter.addOnExportComplete(classReady);
exporter.export(new myclass());//<-- here is your exported as3, you
pass it to the exporter
private function classReady(e:ExporterEvent):void
{
trace((e.target as AS3Exporter).as3File); //--> the output
string of
the obj file. save this string in textfile and save as myclass.obj
}
note that in Away you will have only the obj geometry in the obj file
so if you want to restore the materials,
just drop/load this obj file in Prefab or any 3d app supporting obj
format and add them manually.
then reexport as obj with the textures+mtl.
voila :)
Fabrice
On Oct 4, 2009, at 12:58 AM, martin wrote:
"but you can compile in away the class and export as obj. :)"
ah ok, can u explain more how it works...
thx
martin
On 3 Okt., 23:33, Fabrice3D <[email protected]> wrote:
no, you cannot load/drop the as3 in Prefab and export as obj.
but you can compile in away the class and export as obj. :)
You'll soon be able to export as" .awd"
awd = away data :)
and indeed load runtime, and be able to drop this format on the
app.
It should be available in a little update somewhere this week.
Fabrice
On Oct 3, 2009, at 11:22 PM, martin wrote:
thx fabrice for the fantastic tool!
one question, is the reverse case possible? i have an as3 away3d
class
and i want to create a obj file.
martin
On 1 Okt., 17:35, Fabrice3D <[email protected]> wrote:
Sounds to me you do not have a valid font on your machine or you
try
to embed more fonts than are actually defined into the font file.
You could try another one if you are sure its ok.
try make outlines with this font in illustrator...
Fabrice
On Oct 1, 2009, at 5:21 PM, GBear wrote:
Hi, Yip It's me again, sorry!
Now I'm getting "unable to resolve '..assets/extrusionfonts.swf'
for
transcoding"
Google shows others have similar problems, so could be Flash.
I'm
using CS4, but I just can't understand why the example files
work
and
can run arial, but not mine.
I've been through three versions using Fabrice and Li's
examples,
four
hours tonight!
If I do a 2D sprite text option am I likely to run into the same
problems?
Thanks guys, I hope this at least helps you build a tut or
something!
Cheers
On Oct 1, 4:12 pm, Fabrice3D <[email protected]> wrote:
You are welcome...
It's just we have the enormous task to build more doc/tuts
now...
Fabrice
On Oct 1, 2009, at 2:12 AM, GBear wrote:
Once again thanks so much, I really appreciate your help
Fabrice,
and
Li.
This is such an amazing tool with fantastic opportunities but
for
someone like me with zero programming background it can be
daunting
and frustrating when little things crop up, even when just
trying to
tweak the examples, I don't try and get too clever.
anyway, all the best.
Cheers
On Sep 30, 11:30 pm, Li <[email protected]> wrote:
"ERROR missing Arial font" is Wu's swf parser saying that it
didn't
find any
dynamic textfields with embedded Arial text in the stage.
This
is a
requirement for the fonts to work.
More details here:http://www.lidev.com.ar/?p=203