Its pretty straight forward. You pass a classname + opt packagename in Prefab. You export. Prefab makes an envelop package just to prevent overwritings. Move the content of this export: as class+image at location you want. That would be if you do not have set a package name, next to your fla. If you have, that would be in this package.

Make also sure that you set the package path into your editor if necessary.

In your project, import that class and addChild it or addChild from the object.meshes array.

Then render the scene.

If you get errors, like previous ones, its because of unvalid embeds, say the file not found warning of embef tag. If you can compile with no error. And you have addChilded ( trace obj position would give you a valid number3d in trace) if you then see nothing, just make sure your camera looks at it.

I use, like many, these as3 outputs on dayly base, so I'm pretty sure you have something different/missing compared to the explainations above...

Fabrice
Sent from an iPhone without Flash

On Mar 28, 2010, at 8:58, Novora <[email protected]> wrote:

Well... I tried all those methods... But for some reason, they didn't
work...

The only method which didn't produce any error at all was me renaming
the .as file of the model itself.

And I can't find it on the scene...



On Mar 26, 5:13 pm, Fabrice3D <[email protected]> wrote:
this is a easy one:
you have an unvalid embed.

if you are on flash develop, you might need add a slash for the default "images/" url

or this means you do not have the images folder located next to the awd file or you have renamed. You can pass a custompath to awddata if this is the case

Fabrice

On Mar 26, 2010, at 10:02 AM, Novora wrote:



Well, I decided to try another possibilty, by using PreFab to generate
the AS3 file instead of Blender, and now I have a new problem... I
hope someone can give me a suggestion, because this seems like it
would be very easy to fix, although I don't know how to...

I saved my blender file as an .obj, loaded it up in PreFab, did some
minor modifications like adding light and materials, and proceeded to
export it.

Did up the new paths and extractions, and tried running it.

And I got this error:

TypeError: Error #1009: Cannot access a property or method of a null
object reference.
   at PoolTable4/applyMaterialToMesh()
   at PoolTable4/buildMaterials()
   at PoolTable4()
   at DPOOL::Main2()

I then tried tracing meshes[i] in the applyMaterialToMesh() bit, and
got a null.

Played around with the path names, nothing happened...

So.. Does anyone have any idea what I missed? Perhaps a possible error
that I didn't notice, or something with naming, or the engine
itself...

I'm sorry for posting so much, and bothering you people who also have
your own work, but I'm seriously pressed for time, and I desperately
need to solve this stupid models problem that is the CRUX of all the
problems. This is hopefully the way out.

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