I'm still having a hard time understanding the animation system in this engine. When I get the 'default' skinAnim in the line that everyone seems to use:
skinAnim = target.animationLibrary.getAnimation("default").animation as SkinAnimation I'm sort of confused about the animationLibrary as well. I'm testing with the cat demo found here: http://sleepydesign.blogspot.com/2008/07/away3d-collada-animation.html and in the dae file for the cat, there are many animations specifically named. None of the specific animations (strings) ever get added to the animationLibrary though! I only see that "default" gets added to the library and that's it. Am I missing something here? Is it my job to specify start and end times and always play "default" for everything? Thanks for any help! On Nov 25, 1:38 pm, martin <shadowin...@hotmail.com> wrote: > ok you write works... but where i get the name of my animation if i > have more then one, with one i can get the default-name way. > debug: > trace(" ==> " + > Array(model.animationLibrary._channels).length); > trace(" ==> " + skinAnimation._channels.length); > trace(" ==> " + skinAnimation._channels[0]); > trace(" ==> " + skinAnimation._channels[1]); > trace(" ==> " + skinAnimation._channels[2]); > trace(" ==> " + skinAnimation._channels[3]); > trace: > ==> 1 > ==> 5 > ==> [object Channel] > ==> [object Channel] > ==> [object Channel] > ==> [object Channel] > yes, i want to use more then one animation in one .dae. > thx > > On Nov 25, 4:56 am, Revalis <reva...@gmail.com> wrote: > > > Oh. Also note that the _channels Array is a private var. If you want > > to be able to access it from outside the SkinAnimation Class, you'll > > need to edit the SkinAnimation.as and change the definition from > > private var to public var. > > > Alternatively, if you don't feel comfortable doing that, you can trace > > for .start, .loop, .length on your skinAnimation to see if a value is > > returned. But those are references to the animation exported as a > > whole, not individual clips. > > > > On Nov 24, 10:54 pm, Revalis <reva...@gmail.com> wrote: > > > _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 <shadowin...@hotmail.com> 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 <reva...@gmail.com> 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 <shadowin...@hotmail.com> 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 -- Hide quoted text - > > > > - Show quoted text -