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]
>
>

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