Hi, Thanks heaps for that link. I really seem to have trouble finding these things! I guess it makes sense to just morph after each frame has been updated (and animate both the "normal" mesh and the "target" mesh).
I'll post a small example in reply to this (when it's working correctly) in case anyone else is interested, but the above links will point you in the right direction. One thing I did do, to save bandwidth, was just load the Mesh data as a string (for the target clip) and inject this XML into the correct place in the original Collada file. This means I didn't need to load all the joint and animation info twice. Big saving! Thanks again! On Apr 8, 10:11 pm, katopz <[email protected]> wrote: > and here's 2nd approach > :)http://away3d.googlecode.com/svn/branches/lite/bin/ExColladaAnimation... > > src is same old placehttp://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
