oops!, just saw that you on Maya so it's ColladaMaya, not ColladaMax sry ;)

cheers

2009/12/13 Joshua Granick <[email protected]>

> Thank you! I can finally see my model!
>
> FYI for anyone reading this, here are the steps I have followed (using Maya
> 2010):
>
>
> 1. I created the model using standard geometry
>
> 2. I put all the texture graphics together into one PNG file
>
> 3. I applied the texture using the UV Texture Editor (Window > UV Texture
> Editor)
>
> 4. I downloaded the latest version of OpenCollada (
> http://opencollada.org/download.html) and installed it. ColladaMaya 3.05C
> didn't officially support Maya 2010, and I wasn't sure how to "copy the
> files manually" like the installer suggested.
>
> 5. I enabled the plugin by going to Window > Settings/Preferences > Plug-in
> Manager, then I checked "Loaded" and "Auto load" next to "COLLADAMaya.mll"
> and restarted
>
> 6. I started exporting by going to File > Export All, then by selecting
> "OpenCOLLADA exporter"
>
> 7. I clicked "Options" and checked the boxes for "Bake transforms",
> "Relative paths" and "Triangulate". The model imported weird before I
> checked those options. I'm not sure which was the one I needed.
>
> 8. Then I clicked "Apply" and let it export as a DAE file.
>
> 9. In Flash, I'm using FlashDevelop, so I wanted to embed the model
> directly rather than loading it. I'll write the key code snippets below.
>
>
> In order to embed objects in FlashDevelop, you can right-click on the file
> in the Project panel and select "Insert Into Document" and it will
> automatically generate the Embed tag for you. This is what the general
> format looks like:
>
>
> [Embed(source='MyModel.dae', mimeType='application/octet-stream')] private
> var MyModel:Class;
> [Embed(source='MyTexture.png', mimeType='image/png')] private var
> MyTexture:Class;
>
>
> Once you declare (and embed) your mesh and your texture, you can use it in
> your code later like this:
>
>
> var MyCollada:ObjectContainer3D = Collada.parse (MyModel, { material:
> MyTexture } );
>
>
> I hope this helps someone! There's a number of steps here that might not be
> immediately obvious, or clear at all until someone tells you how things
> work.
>
>
>
>
>
> On Sat, 12 Dec 2009 09:46:28 -0800, katopz <[email protected]> wrote:
>
>  we didn't support ColladaNextGen yet, plz try ColladaMax 3.05C instead
>>
>> http://sourceforge.net/projects/colladamaya/files/
>>
>> more examples here
>>
>>
>> http://code.google.com/p/away3d/source/browse/#svn/trunk/fp9/Examples/Collada/src
>>
>> hth
>>
>> 2009/12/13 elyon <[email protected]>
>>
>>  I am working on my first project that requires custom models. I have
>>> tried using MD2 files in the past, exporting from Misfit Model 3D, but
>>> I have heard that the best is to use the Collada file format. I am
>>> using the trial for Maya 2010, and so far everything has been great.
>>> That is, until I tried importing my model into Flash.
>>>
>>> I FINALLY found a good example of using an embedded Collada file,
>>> along with an embedded texture image. I'm sure you've all seen it
>>> before:
>>>
>>> http://sleepydesign.blogspot.com/2008/07/away3d-collada-animation.html
>>>
>>> This is a great help, but unfortunately I cannot get my model to
>>> appear. Do I need to do something special to export a Collada from
>>> Maya 2010? I've seen mention elsewhere of using the OpenCollada or
>>> ColladaNextGen plugin ... is Maya's built-in exporter insufficient? I
>>> tried installing the latest version of OpenCollada but I can't see how
>>> to export using the plugin instead of the normal FBX exporter.
>>>
>>> Here's a ZIP with my simple little project, loading the cat from
>>> Sleepy Design's example, and loading the cabinet I made ... at least,
>>> trying to:
>>>
>>> http://www.eclecticdesignstudio.com/code/flashdevelop/Collada%20Test.zip
>>>
>>> The model I'm testing with is pretty simple. It's two cubes, and one
>>> PNG file with texture UV mapping. I used "Export All", unchecked
>>> things I didn't need like lights and animation, and have tried a
>>> number of different version revisions. If this isn't the way I'm
>>> supposed to export a Collada file from Maya, PLEASE document it. I
>>> guess most people just develop using Blender? I know most people can't
>>> afford Maya (I know I couldn't if my client wasn't offering to
>>> purchase it) but I find Blender to be cumbersome. I see a lot of talk
>>> of using Maya with AwayBuilder to set up your scene, so in ways it
>>> seems that Maya + Away3D is sort of the "ideal" workflow, but it's
>>> frustrating that I can't get a simple model to import properly. It
>>> helps to see the cat working, but I still need to be able to load my
>>> own models.
>>>
>>> Thank you SO much! This will be so cool if I can get this working!!
>>>
>>>
>>
>>
>>
>


-- 
katopz
http://www.sleepydesign.com

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