Been working on this for the past few days and found something very
interesting through our artists. Apparently, the texture only goes
through the away3D loader when it has "Lambert" + etc. as its name. I
just tested it myself it seems to hold true.

But I've set up the flash file to now load files one at a time, in
order, so that it can never be over-loaded. Sometimes it makes it
through, sometimes it doesn't. Still working on this, but I've gotten
texture's to follow through to away3d so far.

On Feb 22, 2:26 pm, "Joshua Granick" <[email protected]> wrote:
> I'm not sure if this is related, but occasionally Flash Player seems to get 
> overloaded if it loads too much at once. Unfortunately, this causes the 
> player to seize up and to simply not load certain files. It happens the most 
> for me when I am testing locally, as it seems to occur most when they all 
> finish loading in the same frame.
>
> Have you put in traces to try and see if everything is actually loading, or 
> if the problem is in parsing?
>
> See if it works if you force them to go in sequence. Chain them from 
> beginning to end, starting each later model only after the first has been 
> loaded and processed. If that works somehow than you'll at least have a 
> starting point to work back from.
>
> On Mon, 22 Feb 2010 10:26:55 -0800, Reinorvak <[email protected]> 
> wrote:
> > 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
>
> ...
>
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