Sean: Yeah, sounds like a bad idea. Parse 'em each separately is probably best. Doing anything too tricky just screws with the parser. Currently the parser already has a bunch of "if Cinema 4D to X" kind of hooks in it to handle the different exporters. Because it's such an open format I think it's impossible to handle too much. If you try and export a Collada from Maya > Max you'll end up with Skins and Bones but no animation. If you do from Max > Maya it just don't work at all most of the time, and they're made by the same company!
Burvs: I think it makes sense in terms of speed at least. It would be innumerably slower to have some kind of Hash of Bones > Verts. Using Arrays / Vectors of Verts is heaps faster! So yeah, I think it's a speed issue. I'm sure there'd be a way around it in the parsing stage, pretty much just handle multiple Skins by creating copies of Bones for each new Skin but at the moment I don't think there's much work on Collada. On Jul 9, 12:58 am, Burvs <[email protected]> wrote: > Ah. I didn't realise that Away3D Collada only supports one skin per > bone. That's a bit of a bummer. > > Thanks for the tip though - I'll give your solution a try. > > On Jul 8, 3:39 pm, tarwin <[email protected]> wrote: > > > > > 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]
