All models in game are scaled by 10 so I'd know if they were there
regardless. Did it work on loading more then one model? I mostly ask
cause I've gotten it to load one model on a rare occasion, but it
won't load others afterwords.

To further explain, I just tested this on the fly with that .dae
model. I called the loadModel function with the same model 8 times,
but only got onSuccesses for 3 of them. Maybe I'm overloading the call
to load due to the extra data of the material?

On Feb 22, 11:52 am, katopz <[email protected]> wrote:
> it's load fine here with v2.4.3 lastest on trunk fp9
> result look same as in maya
>
> may be you forget to increase scale, so it's too small to see?
> do try scale by 25 after load success, should help
>
> hth
>
> On 22 February 2010 21:40, Reinorvak <[email protected]> wrote:
>
>
>
> > 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
>
> --
> katopzhttp://www.sleepydesign.com

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