I tried the OpenCollada Max version with the Mario model.  It imports
Mario correctly with animations and materials intact, and export
doesn't throw errors, but when trying to load it in the
Advanced_MultipleMario example I get:

TypeError: Error #1009: Cannot access a property or method of a null
object reference.
        at away3d.loaders::Collada/parseAnimationClips()
        at away3d.loaders::Collada/prepareData()
        at away3d.loaders::AbstractParser/parse()
        at away3d.loaders::Loader3D/parseGeometry()
        at away3d.loaders::Loader3D/onGeometryComplete()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at flash.net::URLLoader/onComplete()
TypeError: Error #1009: Cannot access a property or method of a null
object reference.
        at Advanced_MultiMariotesting_fla::MainTimeline/onSuccess()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at away3d.loaders::Loader3D/notifySuccess()
        at away3d.loaders::Loader3D/onParserComplete()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at away3d.loaders::AbstractParser/notifySuccess()
        at away3d.loaders::Collada/parseNext()
        at away3d.loaders::AbstractParser/update()

and then many:

TypeError: Error #1009: Cannot access a property or method of a null
object reference.
        at Advanced_MultiMariotesting_fla::MainTimeline/onEnterFrame()

Of course I could be doing something wrong too.  I selected the mesh
before export, and left the default export selections, which include
triangulation.



On Mar 27, 5:55 pm, "Joshua Granick" <[email protected]> wrote:
> I use OpenCollada with Maya. It might work great with Max as well ... I
> just need to make sure the export has triangulation on, and it helps to
> make sure my object's textures are only single-sided
>
> On Sat, 27 Mar 2010 19:45:29 -0600, valeriuscrowe
>
>
>
> <[email protected]> wrote:
> > Based on a recent discussion here I've begun experimenting with
> > creating an Away3D pipeline based on 3ds Max and using ColladaMax to
> > export to Away3d.  However I'm running into issues that are making me
> > wonder about the viability of this approach.
>
> > I downloaded the trial of 3ds Max (which is still 2010 but they're
> > close to release of 2011) and went to install the latest version of
> > ColladaMax, and discovered that the most recent version of 3ds Max
> > that it support is 2009.  Fortunately the source code is also
> > available for ColladaMax:
>
> >http://colladamaya.svn.sourceforge.net/viewvc/colladamaya/trunk/
>
> > Unfortunately, I could not get it to build.  It's missing several .h
> > files.  Even if I could have built it, I don't know if it would work
> > with 2010.
>
> > Anyone have any ideas of where to go from here?  It really seems like
> > Away3D needs some good, solid, well defined pipelines for getting 3D
> > into Away3D, and supporting mesh, materials, and animation from real
> > 3D tools like Max.  I was hoping this one would work, but now I'm
> > having doubts.
>
> > Robert
>
> > To unsubscribe from this group, send email to
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> > words "REMOVE ME" as the subject.
>
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