_channels is an Array that is stored in the SkinAnimation Class, not
the AnimationLibrary. Change your

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


to


 trace(" ==> " + skinAnimation._channels.length);


Also, in trying to understand the larger scope of what you're
building, are you trying to include multiple animation sequences in a
single C4D file that you are exporting out as DAE?



> On Nov 24, 5:58 pm, martin <[email protected]> wrote:
> 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- Hide quoted text -
>
> - Show quoted text -

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