do it offline please just send me private mail with url to download Fabrice
On Feb 11, 2010, at 11:08 AM, Charlie wrote: > Yeah I thought it was pretty strange too. Stranger infact that the > textures load correctly too. > > I'm using a hover camera so I can rotate the loaded view. An enter > frame handler calls both camera.hover() and view.render(). > > If I knew how I could upload the whole lot for you to have a look > at :) > > Cheers, > > Charlie. > > On Feb 10, 9:33 pm, Fabrice3D <[email protected]> wrote: >> The strange thing about it is that if it loads in Prefab it should in Away, >> since the parser is exactly the same. >> >> Are you sure your camera looks at the object, are you sure your object is >> not too large? do you render in enterframe or just once? >> if you are sure it should render, please send your files over offline, so I >> can try it. >> >> Fabrice >> >> On Feb 10, 2010, at 5:58 PM, Charlie wrote: >> >>> Yep makes perfect sense. >> >>> I wasn't too sure if the files were getting the correct infomation so >>> I went through the Obj parser and stuck a load of traces inside the >>> parseMtl() function. >> >>> the traces showed that the mtl file was being picked up and parsed. I >>> also noticed that it wasn't picking up the texture locations correctly >>> due to a tab space in front of the "map_Kd" so i removed the tab >>> spaces. >> >>> I then went on to check that the textures were being parsed >>> correctly. the Obj parser uses the BitmapFileMaterial class to handle >>> the textures. I stuck a load of traces in the onError and onComplete >>> functions. All the textures are being loaded and are not throwing any >>> errors. To test is I changed the name of one of the textures and the >>> onError trace i set up presented itself. >> >>> So I have the correct pathes for the obj, mtl and texture files yet >>> the textures aren't being loaded! >> >>> Any ideas? >> >>> (Thanks again for all your help! Its really appreciated!) >> >>> On Feb 10, 2:27 pm, Fabrice3D <[email protected]> wrote: >>>> This indicates no mtl defined or a wrong mtl url in obj file itself >>>> Prefab does resolve urls while Away3d doesn't. Away expects you to set >>>> relative path >> >>>> The parser extracts the mtl file adress from obj adress and mtltag in obj >>>> file >>>> The obj parser path resolving/extraction works as follow: >> >>>> myswf >>>> somedir // or no folder >>>> obj >>>> mtl >>>> source // or folder with source in it >> >>>> so when you load "theObjectLocalation.obj" >> >>>> if in obj file the useMtl tag says for instance "somedir/mtl" >> >>>> Away will expect a "somedir" folder is in same folder as the swf and with >>>> the mtl file in it >>>> then in mtl the path is following same rule, sources path is found from >>>> mtl location >> >>>> like load mypath/myfile.obj --> obj file says use mtl : myfile.mtl >>>> for away path for the to be loaded mtl file becomes: >> >>>> mypath/myfile.mtl >> >>>> If the mtl defines a material source as "images/myniceimage.jpg" >> >>>> away assumes the imagesource is located at >> >>>> mypath/images/myniceimage.jpg >> >>>> hope it makes sens... >> >>>> Fabrice >> >>>> On Feb 10, 2010, at 2:00 PM, Charlie wrote: >> >>>>> Erm...I'm not sure what a prebaking class is :) >> >>>>> The .obj and .mtl files that the designer provided for me load in to >>>>> PreFab just fine. >> >>>>> I've created a simple AS3 project to load the .obj file and allow me >>>>> to tilt, rotate and move the camera around the object. >> >>>>> The .obj and .mtl files load fine (I checked the textures and they're >>>>> defo being loaded). Once rendered however the textures are not >>>>> present (colour fills with outlines). I'm using something like: >> >>>>> Obj.load("theObjectLocalation.obj"); >> >>>>> Cheers, >> >>>>> Charlie. >> >>>>> On Feb 9, 7:32 pm, Fabrice3D <[email protected]> wrote: >>>>>> Do you mean using the prebaking class? >> >>>>>> Sent from an iPhone without Flash >> >>>>>> On Feb 9, 2010, at 18:34, Charlie <[email protected]> wrote: >> >>>>>>> Hey Again :) >> >>>>>>> So I've been playing around with preFab and even a bit of Blender (man >>>>>>> the UI in blender is messy!). Anyway how I found out that the .3ds >>>>>>> file weren't loading in preFab properly. So we've tried .obj instead. >> >>>>>>> It's a big improvement. The scene now loads correctly bar the >>>>>>> textures. With a bit more digging around I found a couple of other >>>>>>> people suffering the same problem. Seems that someone called Fabrice >>>>>>> is pretty handy at .obj imports :D In any case I followed the >>>>>>> procedure and updated the .mtl file with the correct texture paths. >> >>>>>>> Using preFab the scene renderes with the right textures nicely but >>>>>>> trying it out in AS3 myself the textures don't seem to be applied! >>>>>>> I'm currently not passing any parameters but I'm thinking that I >>>>>>> should pass some in ? >> >>>>>>> Cheers, >> >>>>>>> Charlie. >> >>>>>>> On Feb 9, 11:15 am, Charlie <[email protected]> wrote: >>>>>>>> Great thanks again Fabrice :) >> >>>>>>>> On Feb 9, 11:03 am, Fabrice3D <[email protected]> wrote: >> >>>>>>>>> yes >>>>>>>>> On Feb 9, 2010, at 11:42 AM, Charlie wrote: >> >>>>>>>>>> Hey Fabrice, >> >>>>>>>>>> No worries - Thank you very much for replying! >> >>>>>>>>>> Just one last thing though : When you're talking about Prefab are >>>>>>>>>> you >>>>>>>>>> refering to the Air App PreFab3D ? >> >>>>>>>>>> Cheers, >> >>>>>>>>>> Charlie. >> >>>>>>>>>> On Feb 9, 10:02 am, Fabrice3D <[email protected]> wrote: >>>>>>>>>>> I'm affraid I can't help you much here since I do not know this >>>>>>>>>>> format and 3dmax enough. >>>>>>>>>>> what if you export as obj? >>>>>>>>>>> if you drop this file 3ds into Prefab do you get the same issues? >> >>>>>>>>>>> I'm sure there are more users on this list having experience >>>>>>>>>>> with exports to this format that might be able to help you. >> >>>>>>>>>>> Fabrice >> >>>>>>>>>>> On Feb 9, 2010, at 10:44 AM, Charlie wrote: >> >>>>>>>>>>>> Hey Fabrice, >> >>>>>>>>>>>> All the instances are named "Table_##" ie: Table_01, Table_02, >>>>>>>>>>>> etc. >>>>>>>>>>>> They are infact instances and not reference objects. >> >>>>>>>>>>>> Looks like a bit of a dead end. Any other suggestions :) >> >>>>>>>>>>>> Cheers, >> >>>>>>>>>>>> Charlie. >> >>>>>>>>>>>> On Feb 8, 9:46 pm, Fabrice3D <[email protected]> wrote: >>>>>>>>>>>>> possible, but best way to know for sure is to try it :) >>>>>>>>>>>>> On Feb 8, 2010, at 6:24 PM, Charlie wrote: >> >>>>>>>>>>>>>> Excellent, Thank you so much Fabrice! >> >>>>>>>>>>>>>> Could this also attribute to the displacement of the said >>>>>>>>>>>>>> instances? >> >>>>>>>>>>>>>> On Feb 8, 10:29 am, Fabrice3D <[email protected]> wrote: >>>>>>>>>>>>>>> I'm not using 3ds, but my first guess would be duplicated >>>>>>>>>>>>>>> objectnames in the file >>>>>>>>>>>>>>> make sure each mesh gets its own unique name >> >>>>>>>>>>>>>>> Fabrice >> >>>>>>>>>>>>>>> On Feb 8, 2010, at 11:21 AM, Charlie wrote: >> >>>>>>>>>>>>>>>> Hello again, >> >>>>>>>>>>>>>>>> Its been almost a week and there hasn't been any response! >> >>>>>>>>>>>>>>>> Is it that this problem is quite a strange one that no one >>>>>>>>>>>>>>>> has come >>>>>>>>>>>>>>>> accross it before? If so it would be good to know that at >>>>>>>>>>>>>>>> least so I >>>>>>>>>>>>>>>> can start looking at a work around. >> >>>>>>>>>>>>>>>> I've used the search to see if anyone is having similar >>>>>>>>>>>>>>>> problems and I >>>>>>>>>>>>>>>> can't seem to find anything! >> >>>>>>>>>>>>>>>> Any feed back at all would be most helpful. >> >>>>>>>>>>>>>>>> Many Thanks. >> >>>>>>>>>>>>>>>> Charlie. >> >>>>>>>>>>>>>>>> On Feb 4, 3:16 pm, Charlie <[email protected]> >>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>>> Hello again, >> >>>>>>>>>>>>>>>>> I'm also coming across another issue now where the 3D >>>>>>>>>>>>>>>>> artist has >>>>>>>>>>>>>>>>> created the entire room. I've created a class that loads >>>>>>>>>>>>>>>>> the 3DS >>>>>>>>>>>>>>>>> file. It then sets all the texture tiling to true. All >>>>>>>>>>>>>>>>> well and good >>>>>>>>>>>>>>>>> BUT: >> >>>>>>>>>>>>>>>>> 1) There are multiple instances of the same table / >>>>>>>>>>>>>>>>> chairs / etc in >>>>>>>>>>>>>>>>> the room but when imported and rendered to stage there is >>>>>>>>>>>>>>>>> only ONE >>>>>>>>>>>>>>>>> instance of each. >>>>>>>>>>>>>>>>> 2) The co-ordinates of each object appears to be >>>>>>>>>>>>>>>>> incorrect. For >>>>>>>>>>>>>>>>> example the chair sits in the middle of the floor and the >>>>>>>>>>>>>>>>> doors seemed >>>>>>>>>>>>>>>>> to be set a fair distance back from where they are >>>>>>>>>>>>>>>>> supposed to be. >> >>>>>>>>>>>>>>>>> I've been digging through the forums for any other similar >>>>>>>>>>>>>>>>> issues and >>>>>>>>>>>>>>>>> I can't seem to find a solution that would help. Is there >>>>>>>>>>>>>>>>> anyone out >>>>>>>>>>>>>>>>> there who can shine a light on maybe what parameters I'm >>>>>>>>>>>>>>>>> missing or >>>>>>>>>>>>>>>>> what I need to tell the 3d Artist to amend in his file? >> >>>>>>>>>>>>>>>>> Cheers, >> >>>>>>>>>>>>>>>>> Charlie. >> >>>>>>>>>>>>>>>>> On Feb 3, 12:58 pm, Charlie <[email protected]> >>>>>>>>>>>>>>>>> wrote: >> >>>>>>>>>>>>>>>>>> Hey Away3D.dev, >> >>>>>>>>>>>>>>>>>> I've just starting looking at Away3D and 3D modelling in >>>>>>>>>>>>>>>>>> general. The >>>>>>>>>>>>>>>>>> company I'm working for is looking to release a very >>>>>>>>>>>>>>>>>> basic 3D game >>>>>>>>>>>>>>>>>> with 2d sprites involved in walking around a 3d room. >> >>>>>>>>>>>>>>>>>> The 3D artist here is working with 3DStudio Max and for >>>>>>>>>>>>>>>>>> testing >>>>>>>>>>>>>>>>>> purposes is exporting to a 3ds format so that I can >>>>>>>>>>>>>>>>>> import it. >> >>>>>>>>>>>>>>>>>> So far its been pretty simple and I've managed to find >>>>>>>>>>>>>>>>>> solutions to >>>>>>>>>>>>>>>>>> little problems I've had. However there is one thing >>>>>>>>>>>>>>>>>> that I've found >>>>>>>>>>>>>>>>>> a little bit strange: >> >>>>>>>>>>>>>>>>>> The parser seems to set the texture tiling to false as >>>>>>>>>>>>>>>>>> default and I >>>>>>>>>>>>>>>>>> can't seem to find a way to set this to true with out >>>>>>>>>>>>>>>>>> loading the >>>>>>>>>>>>>>>>>> model and then cycling through every face! >> >>>>>>>>>>>>>>>>>> ... >>>>>>>>>>>>>>>>>> loader = Max3DS.load("table.3DS"); >>>>>>>>>>>>>>>>>> loader.addOnSuccess(loadComplete); >>>>>>>>>>>>>>>>>> ... >> >>>>>>>>>>>>>>>>>> private function loadComplete(e : Loader3DEvent) : void { >>>>>>>>>>>>>>>>>> model = loader.handle as ObjectContainer3D; >>>>>>>>>>>>>>>>>> setTiling(model, true); >> >>>>>>>>>>>>>>>>>> } >> >>>>>>>>>>>>>>>>>> private >> >> ... >> >> read more ยป
