Hmm.. I'm still not sure about the layer technique, but I'll dig around more.
Specifics would be good if it's not too much trouble :) I've gone as far as creating mesh, skeleton with bones, and adding the skin modifier, but I've not touched anything that rings a bell around 'controls'. On Jul 7, 8:41 am, Sean Stephens <[email protected]> wrote: > 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 > >
