Sorry for the late response, weekend showed up and all that lovin.

I've uploaded the model file and texture file into the database. Its
box_test.dae and wood.png. Just put them both in the same file and
they should run respectively. Weird thing is, I did get a model to
make it through the collada loader, however, the other models didn't
show up. There was suppose to be 5 models, but I only ever got one, if
that, and away3D was running as I could to move objects around.

The target version should be 2.3.3 on FP9.

Thanks for the help in advance.

On Feb 19, 9:18 pm, katopz <[email protected]> wrote:
> Hey guy
>
> could you send that dae to me? i'll take a look
> btw, what you target version? away3d fp9, fp10?
>
> cheers
>
> On 20 February 2010 03:14, Joshua Granick <[email protected]> wrote:
>
>
>
> > Anyone else? Is this a bug in the Collada class?
>
> > On Fri, 19 Feb 2010 10:01:32 -0800, Reinorvak <[email protected]>
> > wrote:
>
> >  For most of the materials loaded in, they get turned into a
> >> ColorMaterial, however, when I specified a texture it actually made it
> >> through as a texture Material according to the MaterialLibrary from
> >> away3D.
>
> >> I understand the method of looking through the materialLibrary and
> >> changing the materials there however, the Collada loader actually gets
> >> stuck when loading the models through with a texture applied to them.
> >> I went into the Collada load functionality and checked the material
> >> and it was correct on file path, material type, etc. But, since it
> >> gets stuck it never reaches my OnSuccess function for when the Collada
> >> is done parsing the .dae.
>
> >> I'm using the same kind of method except the object is an Away3D
> >> extended object.
>
> >> Just to reiterate, the texture's properties from maya are loaded with
> >> the Collada loader with the correct file path. They're relative paths
> >> according to where the model is located. The Collada parse just gets
> >> stuck on the load when trying to load the model with a texture.
>
> >> On Feb 19, 12:22 pm, "Joshua Granick" <[email protected]>
> >> wrote:
>
> >>> If you load and parse a Collada which has several textures specified,
> >>> will it leave out the materials, or will it load the materials, but as a
> >>> Wireframe Color or something instead?
>
> >>> Whenever I need to swap out a texture at runtime, I run a for each loop
> >>> over the materialLibrary property. It's possible that if you load an 
> >>> object
> >>> and don't pass a material, the for each loop (or for in loop) might still
> >>> have an entry for each referenced material in the model. Then it's just a
> >>> matter of linking up the correct file path to that material.
>
> >>> At that point, since you might know the name of the material you need,
> >>> there might be a way to get that URL off of the object, or you might have 
> >>> a
> >>> library you can reference which will define the file path for that 
> >>> material
> >>> name. That would make it possible to share textures across different
> >>> objects. On the other hand, I guess that still is hard-coding URL paths.
>
> >>> I am using a unique class with Flash embed code for each model I'm using
> >>> in my current project, because each one needs to have additional code
> >>> information for how it interacts inside the environment I've created. If 
> >>> you
> >>> just needed to load a lot of objects, I can see how this would be 
> >>> difficult.
>
> >>> So if you use the standard Collada.load method, it doesn't load the
> >>> textures, you said? Are you sure that it is finding the textures? Are the
> >>> paths to the material images correct inside the Collada? Are they 
> >>> relative?
>
> >>> On Fri, 19 Feb 2010 06:16:05 -0800, Reinorvak <[email protected]>
> >>> wrote:
> >>> > Yeah, that is what I was doing previously, but this ended up being a
> >>> > hard-coded kind of method since each model would have a specific
> >>> > texture. I was looking for a more dynamic way of going about this as
> >>> > we're going to have tons of individual models and textures.
>
> >>> > Alright let me explain a bit more on how this is working. Currently I
> >>> > have two classes running about being the Item class, which contains
> >>> > all the model data. Then there is my own MatLibrary. I use the
> >>> > MatLibrary to load texture's at run time and place them on the model.
> >>> > However, this requires that I know which texture goes where on the
> >>> > model, as there can be multiple texture's per single model. As is
> >>> > such, I'd like to further separate the need to externally load
> >>> > texture's when loading a model, as want to load it with the Collada
> >>> > loader, not using the bitmap parameter.
>
> >>> > Currently, this is whats happening in code:
>
> >>> > On the load call:
> >>> > public function loadModel(url:String):void
> >>> > {
> >>> >    m_url = url;
> >>> >    var loader:Object3DLoader = Collada.load("Models/test/chair/
> >>> > box_test.dae");
> >>> >    loader.addOnSuccess(onSuccess);
> >>> >    loader.addOnError(onError);
> >>> > }
>
> >>> > Pretty much just making a basic load call with Collada and setting up
> >>> > event handlers.
>
> >>> > On the load Success:
>
> >>> > override protected function onSuccess(e:LoaderEvent)
> >>> > {
> >>> >         m_model = (e.loader.handle as ObjectContainer3D);
> >>> >         m_model.ownCanvas =true;
> >>> >    m_model.renderer = renderer;
> >>> >    addChild(m_model);
>
> >>> >    for(var i = 0; i < m_textureNames.length; ++i)
> >>> >    {
> >>> >            fcsMaterialLibrary.getInstance().addEventListener(
> >>> "LoadComplete" +
> >>> > m_textureNames[i], initMaterial);
> >>> >    }
> >>> >    fcsMaterialLibrary.getInstance().CreateMultiMaterial(m_model,
> >>> > m_textureNames);
> >>> > }
>
> >>> > Turn the model that has been loaded into an object of the class, and
> >>> > then continue on to load the Array of textures. The textures are hard-
> >>> > coded for the time being, and I can get them to show up on the model
> >>> > with some tricks. But what I'd like to do is remove the need for the
> >>> > MaterialLibrary, and just have all texture's loaded on the collada
> >>> > load without having the load the texture beforehand.
>
> >>> > Thanks again in advance.
>
> >>> > On Feb 18, 4:58 pm, "Joshua Granick" <[email protected]> wrote:
> >>> >> FYI, you can parse on your own like this:
>
> >>> >> Collada.parse (MeshClass, { material: MaterialClass } );
>
> >>> >> or
>
> >>> >> var material:BitmapMaterial = new BitmapMaterial (Cast.bitmap
> >>> (MaterialClass), { smoothing: true } );
> >>> >> Collada.parse (MeshClass, { material: material } );
>
> >>> >> That works great if you're embedding. I don't use the built-in load
> >>> method, but if you need the Collada and UV to be outside Flash at runtime,
> >>> you can load them using a URLLoader for the mesh and Loader for the UV, 
> >>> then
> >>> parse it like this. You wouldn't need to cast the material as a bitmap 
> >>> since
> >>> that's how it comes from the Loader, and I think you could just pass the
> >>> text value into the first parameter of the parse method
>
> >>> >> Hope this helps you get up and running
>
> >>> >> On Thu, 18 Feb 2010 13:28:38 -0800, Reinorvak <
> >>> [email protected]> wrote:
> >>> >> > Greetings again everyone,
>
> >>> >> > Recently, I've come across the problem of trying to load a pre-
> >>> >> > textured model into away3d using the Collada format. I believe I've
> >>> >> > read on something like this before, but couldn't find the post so
> >>> just
> >>> >> > point me in the direction if its already been resolved.
>
> >>> >> > Here's the thing. When I load the model into away3d, the parse
> >>> >> > constantly gets stuck on the notifyProgress function. The parser
> >>> will
> >>> >> > first fire a notifySuccess, but then continues to call the
> >>> >> > notifyProgess and continues parsing the collada file, after getting
> >>> >> > out of its notifyProgress loop. This process will continue forever,
> >>> >> > and I'll never get my models on screen.
>
> >>> >> > However, should I not set the texture material onto the model, it
> >>> >> > loads just fine and goes on its way. So, I'm not sure if this is a
> >>> >> > problem with the .dae file, which it seems to be, or with something
> >>> in
> >>> >> > away3d. Either way, I need models to be able to load textures from
> >>> >> > Maya using this collada format. Any help will be appreciated and
> >>> >> > thanks in advance.
>
> >>> >> > P.S. I'll keep looking on my own for the solution in the mean time.
>
> >>> >> > Rein
>
> --
> katopzhttp://www.sleepydesign.com

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