and here's 2nd approach :) http://away3d.googlecode.com/svn/branches/lite/bin/ExColladaAnimationModifier.swf
src is same old place http://away3d.googlecode.com/svn/branches/lite after modify it, next step is pack it as MDZ just make sure you export modified vertices there i'm sure that some mod need in MDZBuilder for this step i 'll leave this fun part to you then ;) hth On 8 April 2010 15:49, katopz <[email protected]> wrote: > i've 2 approach in my head > 1. mod internal class @see away3dlite.animators.bones.SkinVertex > public function update():void > { > if (_mesh && !_mesh.visible) > return; > > //reset values > _output = new Vector3D(); > > _i = weights.length; > while (_i--) > { > _position = > controllers[_i].transformMatrix3D.transformVector(_baseVertex); > _position.scaleBy(weights[_i]); > _output = _output.add(_position); > } > var _startIndex:int; > for each (_startIndex in _startIndices) > { > _vertices[int(_startIndex)] = _output.x; > _vertices[int(_startIndex + 1)] = _output.y; > _vertices[int(_startIndex + 2)] = _output.z; > } > } > > try mod afte line 74 > > _position.scaleBy(weights[_i]); > > with your bend modifier > > 2. modify after vertices bonesAnimator is updated > just loop all mesh1 vertices1 and interpolate it with mesh2 vertices2 > > just quick idea, some test need :) > > > On 08/04/2010, tarwin <[email protected]> wrote: > > Yeah, I had a horrible feeling it would be one or the other. I've set > > up this whole thing to be able to do both, and now it's seems I'm > > stuck between a rock and a hard place. Should have done more simple > > tests to begin with - oh well. > > > > So, what kind of updates would be needed to combine this > > functionality. Would be willing to pay for this addition (if it is > > feasible). If anyone's interested please message me off list (you too > > Katopz if you've got time). > > > > I'm pretty sure this should be possible without too much more > > complexity because 3d modellers do it with combining a morpher under a > > skin modifier, and as far as I know there is no added complexity > > because you're still affecting the same verts with the same bones, > > they just start at different positions. I'm not even talking about a > > dynamic morpher that changing while an animations is playing (I guess > > an update per frame) but one that changes the original model vert > > positions. > > > > Anyway, thanks for the reply. > > > > > > On Apr 8, 12:53 am, katopz <[email protected]> wrote: > >> 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 > > > > > -- > Regards > ----------------------------------------------------------- > katopz, http://sleepydesign.com > Away3D and JigLibFlash Developer Team > -- Regards ----------------------------------------------------------- katopz, http://sleepydesign.com Away3D and JigLibFlash Developer Team
