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
