Hi all,
I'm having some trouble getting an animated collada with separate
meshes to display correctly, and I'm not even entirely sure what I'm
trying to do is possible.

What I'm achieve is to have an animated 3d character which the user
can then customise in various ways by applying some simple
transformations to individual meshes within the model (head, arms
etc).

Here's a demo of the un-animated character loading in correctly (the
character is made of separate meshes - you can scale the head using
the slider - ignore the mis-alignments):
http://www.antifuzz.com/projects/ninjaTest/test1

Here's another demo of the animated character as a single mesh:
http://www.antifuzz.com/projects/ninjaTest/test2

So far so good.

The problem comes when I try and combine the two techniques and load
in a collada which has the bones animation, but the various parts of
the character as separate meshes. what I'm getting is this:
http://www.antifuzz.com/projects/ninjaTest/test3

As you can see, for some reason, only one mesh of the character is
getting animated (and the rest are oddly offset on the y axis from
where they should be).
The odd thing is that it's not always the same part of the character
that animates each time you refresh. This indicates to me that all the
animation data is in there somewhere... I'm just a bit stumped as to
how I can get it to apply to all the meshes at once.

The code I'm using for the animation is:

                        var animator : BonesAnimator;
                        var animationLibrary:AnimationLibrary = 
_model.animationLibrary;
                        animator = 
animationLibrary.getAnimation("default").animator as
BonesAnimator;

The collada file in question is here:
http://www.antifuzz.com/projects/ninjaTest/test3/06_ninja_animated_max2009_splitmesh.DAE
It's being output from 3DSMax 2009 using ColladaMax 3.05C.

Very grateful for any help anyone can give me on this.

Reply via email to