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