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]
