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]

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