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
>
>

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