Hey Bonete666
collada animations work in terms of seconds elapsed, rather than frames,
although if you know the fps of your animation, then you can easily
calculate the time required.
this line will grab your animation object from your loaded collada model:
skinAnimation = model1.animationLibrary.getAnimation("default").animation as
BonesAnimator;
and this line will animate the object to any position in it's timeline:
skinAnimation.update(time);
generally the step of the 'time' value is left up to the developer - you can
use getTimer(), use the tweener of your choice, etc.
for a complete example of animating collada models, see the
Advanced_MultiMario example in the svn examples folder or examples zip file
from the downloads page
Rob
On Wed, Dec 2, 2009 at 8:27 PM, bonete666 <[email protected]> wrote:
> Hi, i need some help with animations using collada models in Away3d
> Lite 1.0
>
> i can load de model correctly but i don't know how to load and start
> playing the animation that the model has!
> the only information that i have is that the model only has one
> animation and starts at frame 0 till frame 100...
>
> is there any way that i can make the model play the animation using
> the frames??? like "play animation from x frame to x frame" or
> something like that!
>
> thanks!!!
>
--
Rob Bateman
Flash Development & Consultancy
[email protected]
www.infiniteturtles.co.uk
www.away3d.com