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. >
