Thanks for your advice :) On Wed, Jul 7, 2010 at 3:52 PM, Michael Iv <[email protected]> wrote:
> If you load and not embed the dae , and if your material path is the same > as it was defined in 3d program (that is why by the way I suggested you to > put it in the same directory as the exported dae),then after loading the > texture should be applied automatically .If it doesn't ,you should check the > path.llok into debugger in Flex ,you can find most of the answers there :)) > > > > On Wed, Jul 7, 2010 at 10:46 AM, Rujia Liu <[email protected]> wrote: > >> I tried a very simple object with no texture at all, but no material is >> drawn (again). by "using UV unwrap data from your modeling program", you >> mean the exported .dae automatically contains this information and Prefab >> will read it, or do I need some other ways to send this information to >> Prefab? (BTW: I'm not very familiar with 3dsmax so the UV unwrapping is not >> done yet, I'm still working on it) >> >> Thanks! >> >> >> On Wed, Jul 7, 2010 at 3:35 PM, Michael Iv <[email protected]> wrote: >> >>> You can remap you object in prefab using UV unwrap data from your >>> modeling program. There also can be problem with relative path of the >>> texture , but if you reapply the texture in prefab it should be ok. >>> >>> >>> On Wed, Jul 7, 2010 at 10:31 AM, Rujia Liu <[email protected]> wrote: >>> >>>> Thanks! I was planning to export to Collada, import it in PreFab, and >>>> export it to AS3, but I was puzzled by the following problem: >>>> >>>> I used OpenCollada to export a .dae, but when I import it from PreFab, >>>> but I found that the materials are all gone. The exporter should be OK, >>>> since if you import the dae generated in 3dsmax, I'll see exactly the same >>>> object (with materials) as the one I exported from. >>>> >>>> I think maybe I should only expect to see relatively simpler materials, >>>> but currently I can't get rid of the complex materials (many of them use >>>> multiple materials, there are also VRay materials) in my *.max files. Is >>>> there a way to bake a texture for the object, remove the old complex ones >>>> and leave only the new texture so that it can be seen in PreFab? >>>> >>>> Thanks in advance! >>>> >>>> - Rujia >>>> >>>> >>>> On Wed, Jul 7, 2010 at 2:15 PM, Michael Iv <[email protected]>wrote: >>>> >>>>> That is the way >>>>> >>>>> >>>>> On Wed, Jul 7, 2010 at 3:07 AM, Rujia Liu <[email protected]> wrote: >>>>> >>>>>> Hi everyone! >>>>>> >>>>>> I'm thinking about exporting the models to AS3 classes, compile them >>>>>> into independent swfs (I'll embed textures in the swf), then load them at >>>>>> runtime. >>>>>> >>>>>> My main goal is keep the model size small, and avoid using any >>>>>> loaders. Is this a good way? Or, do you still recommend using standard >>>>>> formats such as collada/obj/3ds >>>>>> >>>>>> - Rujia >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> Michael Ivanov ,Programmer >>>>> Neurotech Solutions Ltd. >>>>> Flex|Air |3D|Unity| >>>>> www.neurotechresearch.com >>>>> http://blog.alladvanced.net >>>>> http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>>> Tel:054-4962254 >>>>> [email protected] >>>>> [email protected] >>>>> >>>>> >>>> >>> >>> >>> -- >>> Michael Ivanov ,Programmer >>> Neurotech Solutions Ltd. >>> Flex|Air |3D|Unity| >>> www.neurotechresearch.com >>> http://blog.alladvanced.net >>> http://www.meetup.com/GO3D-Games-Opensource-3D/ >>> Tel:054-4962254 >>> [email protected] >>> [email protected] >>> >>> >> > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > http://www.meetup.com/GO3D-Games-Opensource-3D/ > Tel:054-4962254 > [email protected] > [email protected] > >
