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

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