Hey tarwin
this fun is start from Collada parser
@see buildAnimations via Collada.as
animationLibrary : animationData
|
|
| channel : transform type (translate, rotate, ...)
bonesAnimator /
| \
| skinControllers : skinVertices, joint
|
bone : joint : transformMatrix3D
and then in render loop we just
1. update bonesAnimator by current timer
2. update each channel
3. update each skinControllers
4. update each skinVertices
Morph animation for collada didn't exist yet btw
and not sure what are you trying to do exactly?
seem like you try to Morph vertices after doing bone animation?
I think you have to choose one :)
hth
On 7 April 2010 19:52, tarwin <[email protected]> wrote:
> Hi all.
>
> Has anyone tried using the Morpher in connection with Collada? I'm not
> sure if it would actually work (it will probably give onerous results)
> but I'm trying to find out how I can change the base Mesh that is used
> by the BonesAnimator to do the animation. I'm a little bit hazy on
> exactly how it is all connected - BonesAnimator, Channel,
> SkinController, SkinVertex and the Mesh itself - and any insight into
> that would be a great help.
>
> Thanks great Internet hive mind!
>
>
> --
> To unsubscribe, reply using "remove me" as the subject.
>
--
Regards
-----------------------------------------------------------
katopz, http://sleepydesign.com
Away3D and JigLibFlash Developer Team