Great stuff revalis!  I'll be sure to check that out soon as I get the
chance.

On Jun 6, 2:59 am, Richard Davey <[email protected]> wrote:
> I tried Collada to start with, before moving to MD2, but found it was less
> than ideal for anything beyond really basic animation. The exact same
> animation sequence in MD2 was 2Mb in size, in DAE it was almost 30Mb and
> took a lot longer to parse. Obviously it compressed well when published to
> SWF, but not well enough, and the parsing time was still there.
>
> I'm beginning to think that finding a way to save an AnimationLibrary to
> disk, so you load the model and then load that (rather than parse it) would
> be a much more efficient way to handle it re: start-up times, but would of
> course add extra filesize.
>
> Cheers,
>
> Rich
>
> On 6 June 2010 04:37, Revalis <[email protected]> wrote:
>
>
>
>
>
> > Hey savage, didn't know if you were dead set on MD2s, but if you are
> > still looking at avenues to take to get models into Away3D from Max,
> > my suggestion would be ColladaMAX (.DAE)  Max exports directly to dae,
> > so you don't have to go through the headache of Milkshape... and using
> > SkinAnimation, you can control any number of pre-defined animation
> > loops you setup in Max.
>
> > I posted some code here on the google groups a while back with a
> > custom animation class for manipulating Away3D's SkinAnimation class.
> > Feel free to grab it and use it:
>
> >http://revalis.blogspot.com/2009/12/customanimation-class-preview.html
>
> > or
>
> >http://groups.google.com/group/away3d-dev/browse_thread/thread/b9bfab...
>
> > On Jun 5, 2:00 pm, Fabrice3D <[email protected]> wrote:
> > > Not yet..
>
> > > Sent from an iPhone without Flash
>
> > > On Jun 5, 2010, at 21:47, savagelook <[email protected]>
> > > wrote:
>
> > > > Thanks for the direction so far.  I'm just about to start playing with
> > > > milkshape now.
>
> > > > I'm also interested in those who use prefab as well.  How does it play
> > > > into your modeling process?  When you export from prefab as AS, does
> > > > that include animation?
>
> > > > On Jun 5, 4:52 am, Michael Iv <[email protected]> wrote:
> > > >> Worth to give a try to your idea
>
> > > >> Sent from my iPhone
>
> > > >> On Jun 5, 2010, at 12:56 AM, Richard Davey <[email protected]> wrote:
>
> > > >>> 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.
>
> > > >>>>> --
> > > >>>>>http://www.photonstorm.com
> > > >>>>> We sparkle more than vampires- Hide quoted text -
>
> > > - Show quoted text -
>
> --http://www.photonstorm.com
> We sparkle more than vampires

Reply via email to