mmh so i try this:
                        //debug
                        trace(" ! Model : " + model);
                        trace(" ==> " + model.animationLibrary);
                        trace(" ==> " + 
model.animationLibrary.getAnimation("default"));
                        trace(" ! Skin Animation : " + skinAnimation);
                        trace(" ! Skin Animation My : " + 
model.animationLibrary);

                        if (model.animationLibrary == undefined)
                                trace("=::=> undefined");

                        trace(" ==> " + model.animationLibrary._channels);
                        trace(" ==> " + 
Array(model.animationLibrary._channels).length);

                        var paramName:String;
                        for (paramName in 
Array(model.animationLibrary._channels)) {
                                trace("sch:"+paramName);
                                
trace("sch:"+Array(model.animationLibrary._channels)[paramName]);
                        }
and get this log:

 ! Model : $: x:0 y:0 z:0
 ==> [object AnimationLibrary]
 ==> [object AnimationData]
 ! Skin Animation : [object SkinAnimation]
 ! Skin Animation My : [object AnimationLibrary]
 ==> undefined
 ==> 1
sch:0
sch:undefined

when i try the default method i see my animation in the engine, but i
want to create more then one and i want rename this hole for a better
structure...
martin

On Nov 23, 4:09 pm, Revalis <[email protected]> wrote:
> Hey martin, the animationLibrary is a little tricky. It itself is not
> an Array, but it carries an Array of the animation Channels in it.
>
> Try tracing: trace(" ==> " + model.animationLibrary._channels);   //
> _channels being an Array, you should be able to get .length, or [0],
> [1], etc...
>
> Do you see animation when you .update() your skinAnimation ?
>
> On Nov 19, 5:45 pm, martin <[email protected]> wrote:
>
> > hello everyone,
> > i have a problem to read out the names from my animation in the
> > animationLibrary.
> > i create a animation in maxon cinema 4d and export a collada file with
> > an animation sequence...
> > how can i access to this animation, because maxon creates other names
> > in the collada file as in the cinema editor scene... so i must read
> > out the names like this...
> > skinAnimation = (model.animationLibrary["default"] as
> > AnimationData).animation as SkinAnimation;
> > but without naming my animation i cannot ceate my animation in away ;-
> > (
> > how it works, when i try this
> > trace(" ==> " + model.animationLibrary); i get an trace like this ==>
> > [object AnimationLibrary]
> > trace(" ==> " + model.animationLibrary[0]); i get a undefined trace
> > any solutions!?
> > in my example i use the cat from katopz with bones, import the dae in
> > maxon, make my animation an export it to my collada...
> > greets
> > martin

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