I'm using:

var collada = new Collada();
collada.parseGeometry(myXML);
// then I can just get ...
collada.container;

Strange - I'm using the haXe version - so maybe it's just not blocked
there. I've found some random errors in different places so it could
be an error but it could be that you're right and you "should" be
accessing it some other way.

On Jun 23, 1:36 am, Sean Stephens <[email protected]> wrote:
> 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

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