Is this Away3D or Away3DLite?

On Mon, Nov 16, 2009 at 11:20 AM, Revalis <[email protected]> wrote:

> So why is it that loading a .DAE and pulling the skinAnimation won't
> work for this? I've been scratching my head for the last few days
> trying to figure out why I can trace skinAnimation data, but .update
> does nothing to it. In comparing it to the Mario example, the only
> difference I can tell is that it was exported from Maya, and I'm using
> 3DS Max.
>
> Is it a problem with how .DAEs export animation from Max? Or is there
> a parsing issue with Away3D? I definately know /something/ is being
> seen, because I get parsed trace statements.
>
> ! ------------- Begin Parse Collada -------------
>  ! ------------- Begin Parse Scene -------------
>  + Parse Node : node-Suit : node-Suit
>  + Parse Node :  :
>  + Parse Node : node-Bip01 : node-Bip01
>  + Parse Node : joint11 : node-Pelvis
>  + Parse Node : joint21 : node-Spine
>  + Parse Node : joint7 : node-L_Thigh
>  + Parse Node : joint1 : node-L_Calf
>  + Parse Node : joint4 : node-L_Foot
>  + Parse Node : joint8 : node-L_Toe
>  + Parse Node : joint18 : node-R_Thigh
>  + Parse Node : joint12 : node-R_Calf
>  + Parse Node : joint15 : node-R_Foot
>  + Parse Node : joint19 : node-R_Toe
>  + Parse Node : joint22 : node-Chest
>  + Parse Node : joint10 : node-Neck
>  + Parse Node : joint0 : node-Head
>  + Parse Node : joint2 : node-L_Clavicle
>  + Parse Node : joint9 : node-L_UpperArm
>  + Parse Node : joint5 : node-L_Forearm
>  + Parse Node : joint6 : node-L_Hand
>  + Parse Node : joint3 : node-L_Finger
>  + Parse Node : joint13 : node-R_Clavicle
>  + Parse Node : joint20 : node-R_UpperArm
>  + Parse Node : joint16 : node-R_Forearm
>  + Parse Node : joint17 : node-R_Hand
>  + Parse Node : joint14 : node-R_Finger
>  ! ------------- End Parse Scene -------------
>  ! Animation Clips Exist : false
>  ! ------------- Begin Parse Animation -------------
>  ! COLLADAMax2009 id : _0
>  ! ------------- End Parse Animation -------------
>  + Parse Geometry : geom-Suit
>  + Parse MeshMaterialData
>  + SkinWeight
>  ! channelType : matrixnode-Bip01_Footsteps
> OUTPUT:26
>  + Build Material : _7_-_Default-material
>  + Build Mesh :
>  + SkinAnimation
>
> I get Animation Clips Exist: False, but then it IDs Animation data?
> Guess I'm just not following how this works. =P
>
> Did your experiment work, K1ng?
>
>
>
> On Nov 12, 8:52 am, K1ngR4T <[email protected]> wrote:
> > Thanks atom, sounds interesting... will give it a go and report
> > progress :)
>

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