For some reason I'm not getting my object to import, do you have a
sample file of just a basic import, even if it is without a texture?

Thanks!


2010/1/4 Paweł Stanisławczuk <[email protected]>:
> Hi!
>
> It could be a problem in this line:
> _mesh = obj.children[0] as Mesh;
>
> try simple:
> _mesh = event.target.handle as Mesh;
>
> You have to "search" for your mesh in event.target.handle
>
> I needed to add "children[0]" due to my LightWave exporter.
>
> Paweł
>
> On Jan 4, 4:46 pm, Larry Van Wave <[email protected]> wrote:
>> For some reason, when I copy and paste this code into flash, it is
>> giving me an error on the last function "onLoaderSuccess"
>>
>> Are these the correct lines of code to put in the obj name:
>> _objLoader = Obj.load(_objURL, {material:_materialObject3D,
>> name:"OBJ", scaling:10}); //adjust the scaling as needed
>>
>> name:"OBJ" is where I'm adding the name of my lightwave file that I
>> have exported as an .obj
>>
>> and for my material:
>>  _materialLoader.load(new URLRequest(_materialURL));
>>
>> Thanks!
>> Larry
>>
>> 2009/12/30 Paweł Stanisławczuk <[email protected]>:
>>
>>
>>
>> > Hi!
>>
>> > Someone can call this method "old school" but it works for me
>>
>> > First I load material, then obj. Import required classes. It's a copy
>> > paste of 2 different classes, but it should work.
>>
>> > private var _materialLoader:Loader;
>> > private var _materialObject3D:BitmapMaterial;
>> > private var _objLoader:Object3DLoader;
>> > private var _mesh:Mesh;
>>
>> > public function loadMaterial():void {
>> >        _materialLoader = new Loader();
>> >        _materialLoader.contentLoaderInfo.addEventListener(Event.INIT,
>> > onComplete);
>> >        _materialLoader.contentLoaderInfo.addEventListener
>> > (IOErrorEvent.IO_ERROR, onMaterialLoaderError);//create this function
>> >        _materialLoader.load(new URLRequest(_materialURL));
>> > }
>>
>> > private function onComplete(event:Event):void {
>>
>> >        _materialLoader.contentLoaderInfo.removeEventListener(Event.INIT,
>> > onComplete);
>> >        _materialLoader.contentLoaderInfo.removeEventListener
>> > (IOErrorEvent.IO_ERROR, onMaterialLoaderError);
>>
>> >        var bitmap:Bitmap = materialLoader.content as Bitmap;
>> >        bitmap.smoothing = true;
>>
>> >        _materialObject3D = new BitmapMaterial(bitmap.bitmapData);
>> >        _materialObject3D.smooth = true;
>>
>> >        loadOBJ();
>>
>> > }
>>
>> > private function loadOBJ():void {
>> >        _objLoader = Obj.load(_objURL, {material:_materialObject3D,
>> > name:"OBJ", scaling:10}); //adjust the scaling as needed
>> >        _objLoader.addOnSuccess(onLoaderSuccess);
>> >        _objLoader.addOnError(onLoaderError); //create this function
>> > }
>>
>> > private function onLoaderSuccess(event:LoaderEvent):void {
>> >        var obj:ObjectContainer3D = (event.target.handle as
>> > ObjectContainer3D);
>> >        _mesh = obj.children[0] as Mesh; // I need this trick, I export OBJ
>> > using LightWave
>>
>> >        scene.addChild(_mesh);
>> > }
>>
>> > Good Luck!
>> > Paweł
>>
>> > On Dec 30, 7:07 pm, Wave3d <[email protected]> wrote:
>> >> I am a rookie at using away3d, but I like the ability to have a 3d
>> >> engine using flash. I have tried to load in .obj files, and have
>> >> looked online for tutorials, yet I haven't found one that will work
>> >> yet. Do you have any information on the basic code for loading a .obj
>> >> file into flash using away3d, I'm looking for the bare bones code just
>> >> so I can understand what elements of code have to be in the
>> >> actionscript to load the model.
>

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