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
