My only thought is when the parser runs, right before it commits to the array I could add code to clean all non ASCII chars from it.

The bug is with milkshape, not away3d, but this would work.

One other thing I found is to never use numbers in animation labels. That totally screws the parser as it thinks it has found a frame number!

Cheers

Rich

Sent from my iPhone

On 4 Jun 2010, at 19:02, Michael Iv <[email protected]> wrote:

Yeah, I am still looking for a way to get rid of those characters from animation labels in milkshape.

Sent from my iPhone

On Jun 4, 2010, at 6:46 PM, Richard Davey <[email protected]> wrote:

Hi,

The only format I've ever had reliable results in re: animations in Away3D is MD2.

Getting from Max to MD2 isn't fun or easy though. There is a plugin called QTip which will almost do it, but has some weird texture issues in Max 2010.

There is a Max to Milkshape export, which works really well. Milkshape can then use an md2.qc file for MD2 export, so you can label the animations and the Away3D MD2 parser will pick these up.

Note that I've had no end of trouble with this.. I believe the problem is Milkshape itself. As it seems to add random corrupted characters to the end of SOME animation labels, which Away3D then thinks are part of the label name. Very very annoying, and I've not yet found a fix.

Once the animations are in Away3D they're very easy to use, just reference them from the AnimationLibrary associated with the model.

Another problem I have is that it's really hard to duplicate a loaded model with its animation data intact. You can clone the mesh easily, and apply a new texture, so the models look different - but clone doesn't include the animation library. If you assign the cloned model the same animation library, then running an animation on the first makes both models animate the same. Ideally I need to find a way to easily clone a model AND get a unique animation library back for it. You can do this by parsing the MD2 file twice, but as parsing takes a LONG time with a lot of frames, this is less than ideal.

Good luck. You're going to need it!

Cheers,

Rich


On 4 June 2010 16:09, savagelook <[email protected]> wrote:
So if I was creating models and animation in 3dsmax or maya, what is
the most common/supported/powerful pipeline for getting those models
and animations into Away3d?  I've read the animation tutorial and
looked at a bunch of examples.  I'm looking for the Away3d pros to
tell me what tools they use to achieve the above. Think Final Fantasy
8 battle scenes: low poly models with a handful of preset animations
that are performed when an action is selected.

Into what format do you export your models and animations (COLLADA,
md2, 3ds, etc...)?  How do you get them into Away3d in that format?
How are the animations then used in away3d? Where exactly does prefab
come into play?

I'm looking to possibly start a new game project with a friend of mine
and I want to start down a well trodden path since neither one of us
is great with 3d modeling and animation. It would be great if I could
avoid some gotchas and headaches down the road by following in the
footsteps of others who already had success.  Thanks a lot guys.



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