I'm going to save you the months of pain I've just been through- truly
months!

When "they" (Away3D team?) say that Away3D Collada only supports ONE
Skin per Bone(s) they means it! And not only that- if you have Skins
and patented items on the same Bone structure you're also going to end
up with loss of animation somewhere- most likely in the parented
parts.

Solution: export each part seperately. Load and parse each part
separateley. Add them all to one scene. Easy! Colllada parsing is
SLOW, especially with Skins, but I just found a way to speed it up, up
to 5x for complex meshes (see my post from a few days ago) so it ain't
that bad.

Good luck!

On Jul 8, 11:43 pm, Burvs <[email protected]> wrote:
> Hmm... no.. whether or not I remove them from the ObjectContainer3D, I
> still get the same issues. I'm not really worried about the y-axis
> displacement anyway, I just want to try and get them all animating.
>
> On Jul 8, 2:23 pm, Michael Iv <[email protected]> wrote:
>
>
>
> > Tell me something .Is it possible that the mesh of head sits inside
> > ObjectContainer3D. If so it can be because of local space to global coords
> > missmatch.I had such a problem when animating a mesh with FaceLink around a
> > model which mesh was inside ObjectContainer3D( the usual state for loaded
> > geometry).What I have done was to remove the actual mesh from the Container
> > and to add it directly to the scene ,
> > Also try to re-center pivotPoint
>
> > On Thu, Jul 8, 2010 at 4:15 PM, Burvs <[email protected]> wrote:
> > > 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_ma...
> > > It's being output from 3DSMax 2009 using ColladaMax 3.05C.
>
> > > Very grateful for any help anyone can give me on this.
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air 
> > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup...
> > Tel:054-4962254
> > [email protected]
> > [email protected]

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