I did not personally write the code to manipulate the layers, but I know that we are able to take in 3 texture images (1 normal texture and 2 used as masks). We use that to change color data on the primary texture according to the masks. That is handled by "layering" the application of the textures on the model.
3.05C is the one we use, but I think we're on Max 2009. I'm not an artist nor animator, and the closest I've gotten to using Max is that I used Autocad in school a really long time ago ;) However, as I understand it, during the animation process, bones are defined and the mesh is attached. Controls are then added to the bones, which create points that can be manipulated by movement, and apply rotation matrices at the joints according to weights. Its these controls that need to be stripped from the mesh/rig. Then the bones data needs to be applied to the skin again and the animation reapplied to the new mesh/rig. Then it can all be exported. If you need specifics, I'll have to see if I can bother the Max guru that scripted the manipulations and get some better details. It took us a week or so to work out the process that works with a lot of trial and error, simplifying the mesh in Max until we were able to get one to export that loaded. After that we started on getting animations attached, and again, it was a process of simplifying. We had to inspect the dae file a lot to determine what it was choking on - and without FlashDevelop's debugger, I'm not sure how we would have done it. This simplification and trial and error process is how we figured out we had to strip the control nodes out of the rig and apply the rigging data to the skin in a different manner. At any rate, good luck! On Wed, Jul 7, 2010 at 2:47 AM, Paintbrush <[email protected]> wrote: > Sean, > > thanks for the reply! I need clarification, however: > > 1) Could you provide an example of this layering technique? As far as > I know or have seen, layers are used to facilitate alpha manipulation > and other effects applications... I'm unsure how to exploit it for > multi-texture use. > > 2) I believe I saw that thread you are referring to. The free versions > of ColladaMax only work up to Max 2009 (I tried using 3.05C, which > broke my 2010), are there options for later versions of Max? Also, > what are these control points you speak of? I tried searching on it > but turned up nothing. It's been some time since I've used Max, so > forgive a possibly ignorant question. > > thanks for any help! > Jay > > On Jul 6, 3:05 pm, Sean Stephens <[email protected]> wrote: > > Jay, > > Re: 1) Have you tried layering? My team is using multiple overlapping > > textures and are handling it with a layer approach. > > Re: 2) Yes, DAE animation is supported. and if you search the group > postings > > a few weeks ago you'll see some answers about that as I was working it > out. > > Basically, the magic formula I found that worked, is a) you can't export > the > > control points, and b) use the ColladaMax exported c) I think only one > > animation can be accessed by Away3dLite once its imported (and its > > accessible as "default"). > > > > - Sean > > > > On Tue, Jul 6, 2010 at 4:48 PM, Paintbrush <[email protected]> wrote: > > > Hi everyone, > > > > > I've recently jumped on the Away3DLite bandwagon after having > > > developed with Papervision for some time. I have two questions whose > > > answers I've searched this group for, but I can't seem to get either > > > definite solutions or know the right terms to search with. So if I'm > > > beating dead horses, please bear with me :) > > > > > 1) Is mesh multi-texturing currently supported? I noticed that you can > > > use getMaterial('materialname') to assign each of its materials a > > > unique texture, but when I tried it with a DAE model, only the first > > > material would respond to a texture change, and said texture would > > > wrap the entire model, even the faces which are assigned the other > > > material. > > > > > 2) Is DAE animation supported? I tried exporting a simple animation of > > > a cylinder bending back and forth on 2 bones from 3DSMax 2010 with > > > openCollada plugin, but the importer breaks when it tries to access > > > _vertices.length on a bone 'mesh'. > > > > > Thanks for any help folks! And Away3D devs - keep up the great work! > > > Jay > > > > >
