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On Feb 20, 7:43 pm, charglerode <[email protected]> wrote:
> Thanks for the snippet Rob. Unfortunately, some weird things are
> happening that I cant explain. The material library comes back null
> and when I trace out myObject I get "$: x:0 y:0 z:0" I have
> successfully added the object to the stage and it shows up fine, but
> whenever I try to trace any properties everything comes back null.
> This is the function:
>
> private function onObjLoaded( e:Loader3DEvent ):void
>                 {
>                         _obj = e.loader.handle;
>                         _obj.scaleX = -1;
>
>                         var matData:MaterialData = matLib.getMaterial( 
> "Material1" );
>                         trace( matData );
>                         var bitmapMat:BitmapMaterial = matData.material as 
> BitmapMaterial;
>                         trace( bitmapMat );
>                         matData.material = newWhiteShadingBitmapMaterial( 
> bitmapMat.bitmap );
>
>                         _scene.addChild( _obj );
>
>                         addEventListener( Event.ENTER_FRAME, onRender );
>                 }
>
> On Feb 2, 1:29 pm, Rob Bateman <[email protected]> wrote:
>
>
>
> > Hey charglerode
>
> > once the object and texture has loaded, just do this:
>
> > var myObject:Object3D = myLoader.handle
>
> > var myMaterialLibrary:MaterialLibrary = myObject.materialLibrary
>
> > var myMaterialData:MaterialData =
> > myMaterialLibrary.getMaterial("myMaterial");
>
> > var myBitmapMaterial:BitmapMaterial = myMaterialData.material as
> > BitmapMaterial;
>
> > myMaterialData.material = new
> >WhiteShadingBitmapMaterial(myBitmapMaterial.bitmap);
>
> > make sure the argument in the getMaterial() method is the name of the
> > material you want to change in yourobjfile.
>
> > cheers!
>
> > Rob
>
> > On Tue, Jan 26, 2010 at 8:48 AM, Fabrice3D <[email protected]> wrote:
> > > access the materialdata and change the material
> > > or parse the faces, nullify the materials and apply a new material
>
> > > Fabrice
>
> > > On Jan 26, 2010, at 8:48 AM, charglerode wrote:
>
> > > > You got it Peter. Sorry for the confusion. TheOBJloader
> > > > automatically loads the image from the MTL file, but always applies it
> > > > as an away3d BitmapMaterial. I would like the loader to apply it as an
> > > > away3d  WhiteShadingBitmapMaterialinstead or any other away3d bitmap
> > > > material I may want.
>
> > > > On Jan 25, 6:24 am, Peter Kapelyan <[email protected]> wrote:
> > > >> I think the subject of thread is his problem, he is loading anOBJ, an
> > > >> instead of loading the bitmap to a BitmapMaterial, he'd like it to be a
> > > >>WhiteShadingBitmapMaterialinstead on hisOBJ, and was wondering if
> > > there is
> > > >> some easy way to do it.
>
> > > >> -Pete
>
> > > >> On Mon, Jan 25, 2010 at 4:00 AM, Fabrice3D <[email protected]> wrote:
> > > >>> I'm not sure I follow you here...
> > > >>> If theobjdoesn't load the image you want, edit in your 3d app or
> > > alter
> > > >>> the mtl file where the file url is stored.
>
> > > >>> Fabrice
>
> > > >>> On Jan 25, 2010, at 8:15 AM, charglerode wrote:
>
> > > >>>> This means that I still have to load the texture separately. Since 
> > > >>>> the
> > > >>>>OBJloader already loads the texture I would prefer it keep loading
> > > >>>> the texture, but just let me specify which type of bitmap material to
> > > >>>> use when applying it. Is this possible? If I have to load the texture
> > > >>>> myself, then that means I have to keep a reference to a JPG file for
> > > >>>> eachOBJfile, which kind of defeats the purpose of using anOBJfile
> > > >>>> especially since I am trying to avoid constant republishing.
>
> > > >>>> On Jan 24, 10:47 am, Fabrice3D <[email protected]> wrote:
> > > >>>>> once loaded, just parse the handle, and when a mesh type is found
> > > >>> apply...
> > > >>>>> Look for example in geom package at Mirror.as line 246 code, you 
> > > >>>>> need
> > > >>> write something recursif like this...
>
> > > >>>>> Fabrice
>
> > > >>>>> On Jan 24, 2010, at 6:23 AM, charglerode wrote:
>
> > > >>>>>> This doesn't work because when I load in theOBJfile, I grab the
> > > >>>>>> handle as an ObjectContainer3D which does not have a material
> > > >>>>>> property. Searching around here only turned up a method which
> > > requires
> > > >>>>>> I loop through and set the material of each individual face of 
> > > >>>>>> mesh.
> > > >>>>>> This also requires that I load in the JPG separately instead of
> > > >>>>>> letting theOBJloader handle it. I'd like theOBJloader to handle
> > > >>>>>> loading of the mesh and the texture on its own, but I would like to
> > > >>>>>> specify which type pf bitmap material to use. Is it possible to 
> > > >>>>>> cast
> > > >>>>>> the loadedOBJhandle as an instance of Mesh, seeing as Mesh has a
> > > >>>>>> material property?
>
> > > >>>>>> On Jan 22, 6:36 am, Peter Kapelyan <[email protected]> wrote:
> > > >>>>>>> Hi did you you try a simple:
>
> > > >>>>>>> myObject.material=someOthermaterial;
>
> > > >>>>>>> in case you dont want to reload the bitmap you can probably do
> > > >>> something
> > > >>>>>>> like:
>
> > > >>>>>>> var myBitmap(orData,I forget)=myObject.material.bitmap;
>
> > > >>>>>>> Hope I didn't miss the point of your question
>
> > > >>>>>>> -Pete
>
> > > >>>>>>> On Fri, Jan 15, 2010 at 2:25 AM, charglerode <
> > > [email protected]>
> > > >>> wrote:
> > > >>>>>>>> Is it possible to load anOBJ, but have the loader apply the JPG
> > > >>>>>>>> texture as aWhiteShadingBitmapMaterial( or any other ) instead
> > > of
> > > >>>>>>>> just a plain BitmapMaterial?
>
> > > >>>>>>>> The reason I'm asking it because I would like to apply lights to
> > > the
> > > >>>>>>>> scene, but plain BitmapMaterials don't seem to react to lights. I
> > > >>>>>>>> don't want to have the overhead of loading texture separately and
> > > >>>>>>>> applying them face by face. Seems like a lot of unnecessary work.
>
> > > >>>>>>> --
> > > >>>>>>> ___________________
>
> > > >>>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>
> > > >>>>>>> HTTP://AWAY3D.COM
>
> > > >> --
> > > >> ___________________
>
> > > >> Actionscript 3.0 Flash 3D Graphics Engine
>
> > > >> HTTP://AWAY3D.COM
>
> > --
> > Rob Bateman
> > Flash Development & Consultancy
>
> > [email protected]

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