As best I can tell, this is the way you are describing to access the animationLibrary:
colladaFileParser.containerData.container.animationLibrary Unfortunately, the "container" field inside containerData is null. I'm assuming this is a bug of some sort since I can get it from the Collada object, but it requires exposing a private field. I have updated away3dlite to trunk yesterday, so perhaps its been fixed already. On Jun 22, 7:45 am, tarwin <[email protected]> wrote: > What your looking for is actually the collada.container ie: > collada.container.animationLibrary.getAnimation("default").animation - > I'm still a little sketchy on what the container is but it's pretty > much what you want. > > You'll also find it only works with 1 skin per Collada, and you might > end up with problems if you're parenting items to one another. But to > get animations just working it should be ok. > > On Jun 22, 3:18 am, Sean Stephens <[email protected]> wrote: > > > I'm trying to do the following: > > 1) export 3d with baked in animation from Max or Maya to Collada (have > > tried FCollada, feelingsoft, and OpenCollada exporters for both) > > 2) import collada into Away3dLite > > 3) Render the resulting animation > > > I can successfully do all of these to a model with textures, but have > > not been successful with an export that contains animation. > > > I've attempted to follow the Advanced_MultiMario example, however > > there are a few differences... > > 1) the example loads from an embedded collada file, whereas I'm > > loading from a file resource using Loader3D. > > e.g.: loader.loadGeometry(filePath, colladaLoader); > > > 2) the method of retrieving the animation shown in the example does > > not work in this case, as the animation library is empty on the > > Loader3D, and unavailable (private) on the Collada object. If I hack > > the Collada object to make the animationLibrary accessible, then I can > > get the animation as from there. I'm assuming this is not the > > recommended approach. > > > 3) Once the animation is retrieved thru the hack, the Mario animation > > runs, but my animations will not. The model appears (), but is frozen > > at one point of the animation and does not animate even using the > > timer based animation advancement and rendering. > > > Regarding the exports, I've noticed different types of animation data > > between the mario example dae and my export data. The Mario dae > > visual scene data is all discrete vector descriptions like: > > <node id="neck" name="neck" sid="bone0" type="JOINT"> > > <translate sid="translate">-0.010548 6.91145 0</translate> > > <rotate sid="jointOrientZ">0 0 1 -87.7094</rotate> > > <rotate sid="jointOrientY">0 1 0 0</rotate> > > <rotate sid="jointOrientX">1 0 0 0</rotate> > > <rotate sid="rotateZ">0 0 1 0.019332</rotate> > > <rotate sid="rotateY">0 1 0 6.53217</rotate> > > <rotate sid="rotateX">1 0 0 -8.56708</rotate> > > > whereas the dae I'm exporting has data like: > > <node id="node-Bone_Root" name="Bone_Root" sid="bone0" > > type="JOINT"> > > <matrix sid="transform">-0.008987 1.20314 0.000553 -3.61347 > > 0.735862 0.005935 -0.951895 6.49862 -0.951871 -0.00677 -0.735884 > > 26.9543 0 0 0 1</matrix> > > > Is there a problem with using the latter? > > > Thanks for any help or insight into these issues. > > - Sean
