Hi!

Thanks for answer, problem is RESOLVED.

Downloaded the latest version from SN trunk. Problem with
materialLibrary = null on loaded obj disapeared, but there was still
problem with finding the material.
So, I used Ian's code and now everything works fine.

Should have downloaded the latest version from SVN, so Rob would not
waste time, sorry for that.
Ian, thanks for help, I wouldn't figure out that one.

Paweł

On 11 Lip, 16:39, ian pretorius <[email protected]> wrote:
> HI Pawel , Hi Rob
>
> Not sure if this will help but when I posted concerning the
> "myObject.materialLibrary = null" issue I also noted that I had a
> problem with the material names been stored with hidden characters .
> MY OBJ files were also exported with Lightwave.
>
> I fixed this by adding some string manipulation into the
> prepareData method on the Obj class :
>
> <code>
>
> for (var ii:int = 0; ii < trunk.length; ii++) {
>        trunk[ii] =
> trunk[ii].split("\n").join("").split("\r").join("").split("\n
> \r").join("")
>
> }
>
> </code>
>
> I added this in after line 57 where trunk value is set
>
> Try see if this resolves your issue?
>
> On 7/10/10, Rob Bateman <[email protected]> wrote:
>
>
>
> > hmm, are you sure you have the right material name strings? sometimes they
> > are altered in the file on export.
>
> > to check material names, you can switch Away3D into debug mode by writing:
>
> > Debug.active = true;
>
> > at the top of your class. The trace output window should list all attributes
> > of the imported obj file, including all material names.
>
> > the myObject.materialLibrary = null has been fixed in a recent revision
>
> > cheers
>
> > Rob
>
> > 2010/7/5 Paweł Stanisławczuk <[email protected]>
>
> >> Hi Rob!
>
> >> I'm setting the material as you are saying, on the Obj parse before it
> >> is used on an
> >> obj file. And everything works fine.
>
> >> Once the obj file is loaded I cannot change the material.
>
> >> This is what I do:
>
> >> private function loadModels(matURL:String):void {
>
> >>  objParser = new Obj();
> >>  objParser.material = new BitmapFileMaterial(matURL); // works good,
> >> there is material on loaded obj file
>
> >>  loader = new Loader3D();
> >>  loader.addOnSuccess(onSuccess);
> >>   loader.loadGeometry("my.obj", objParser);
>
> >> }
>
> >> function onSuccess(event:Event):void {
>
> >>   _sceneMesh = loader.handle as Mesh;
> >>  _sceneMesh.scale(100);
> >>  _sceneMesh.rotationY = 180;
> >>  _sceneMesh.ownCanvas = true; //all props work
> >>  scene.addChild(_sceneMesh);
>
> >>  loader.removeOnSuccess(onSuccess);
>
> >>  MonsterDebugger.trace(this, _sceneMesh.material); //
> >> WireColorMaterial (say what? ;) )
> >>  MonsterDebugger.trace(this, _sceneMesh.materialLibrary); //null
>
> >>  MonsterDebugger.trace(this, objParser.material); //
> >> BitmapFileMaterial
> >>  MonsterDebugger.trace(this, objParser.materialLibrary); //
> >> MaterialLibrary (matFileName = null; mtlLoadRequired = false;,
> >> textureLoadRequired = false; texturePath = null) only these props,
> >> nothing more
>
> >>  _sceneMesh.material = new WireframeMaterial(0xff0000); //does
> >> nothing
> >>  objParser.material = new WireframeMaterial(0xff0000); //does nothing
>
> >> }
>
> >> I cannot do:
> >> myObject.materialLibrary.getMaterial("myMaterialName").material =
> >> myNew Material
> >> because myObject.materialLibrary = null
>
> >> Also, this is null:
> >> objParser.materialLibrary.getMaterial("myMaterialName") = null
>
> >> I'm using Lightwave as exporter of obj, maybe here is the problem?
> >> maybe my obj are incorrect?
>
> >> Greetz
> >> Paul
>
> >> On 2 Lip, 14:13, Rob Bateman <[email protected]> wrote:
> >> > Hey Pawel
>
> >> > if you can't get an mtl file for your obj, then you can always try
> >> > overriding your materials with a single material for the entire obj
> >> > file.
>
> >> > the material property on the Obj parse can be set before it is used on
> >> > an
> >> > obj file. With this in place, all materials encountered in the file use
> >> this
> >> > material definition. So you can set it to BitmapMaterial,
> >> ColorMaterial...
> >> > whataver you want
>
> >> > Once an obj file is loaded, the materialLibrary property on the parser
> >> > or
> >> > the returned away3d object hold the names of all materials defined in
> >> > the
> >> > obj format. If you want, you can set the material of each individually
> >> > by
> >> > doing something like:
>
> >> > myObject.materialLibrary.getMaterial("myMaterialName").material = myNew
> >> > Material
>
> >> > This approach will preserve multiple materials in an obj loaded file
>
> >> > hth!
>
> >> > Rob
>
> >> > On Fri, Jul 2, 2010 at 11:43 AM, Michael Iv <[email protected]>
> >> wrote:
> >> > > Let' me explain you.When you export obj with material on it from 3d
> >> > > modelling program there is additional file being generated that is mtl
> >> .It
> >> > > holds references to materials and textures.If you have one then the
> >> texture
> >> > > will get loaded even automatically.That is the way .obj format works
>
> >> > > 2010/7/2 Paweł Stanisławczuk <[email protected]>
>
> >> > > Hi!
>
> >> > >> I'm not using MTL, never did, they are not required. Don't think MTL
> >> > >> have any connection with my problem.
>
> >> > >> Paweł
>
> >> > >> On 2 Lip, 12:01, Michael Iv <[email protected]> wrote:
> >> > >> > Do you know that you need to have also MTL file with obj material
> >> > >> > definitions?
>
> >> > >> > Sent from my iPhone
>
> >> > >> > On Jul 2, 2010, at 12:49 PM, Paweł Stanisławczuk
> >> > >> <[email protected]
>
> >> > >> > om> wrote:
> >> > >> > > What is the proper way to apply material on loaded obj model?
>
> >> > >> > > Obj loads good, everything works OK. I'm loading material this
> >> way:
>
> >> > >> > > initO:Object = {useGroups:false};
> >> > >> > > var obj:Obj = new Obj(initO);
> >> > >> > > obj.material = new BitmapFileMaterial("res/uv.jpg"); //this is
> >> > >> > > the
> >> > >> > > only one spot where the material can be applied
>
> >> > >> > > loader = new Loader3D();
> >> > >> > > loader.addOnSuccess(onSuccess);
> >> > >> > > loader.loadGeometry("res/my.obj", obj);
>
> >> > >> > > function onSuccess(event:Event):void {
>
> >> > >> > >  mesh = loader.handle as Mesh;
> >> > >> > >  mesh.scale(100);
> >> > >> > >  mesh.rotationY = 180;
>
> >> > >> > >  scene.addChild(mesh);
> >> > >> > > }
>
> >> > >> > > The only place (AFAIK) to apply material on loaded obj file is
> >> > >> > > the
> >> var
> >> > >> > > obj:Obj parser. I tried to change material:
>
> >> > >> > > loader.handle.material = new WireframeMaterial(0xff0000);
>
> >> > >> > > But it does nothing.
>
> >> > >> > > I tried with:
> >> > >> > > function onSuccess(event:Event):void {
> >> > >> > >  initO:Object = {useGroups:true};
> >> > >> > >  var obj:ObjectContainer3D = (event.target.handle as
> >> > >> > > ObjectContainer3D);
> >> > >> > >  mesh = obj.children[0] as Mesh;
> >> > >> > >  mesh.material = new WireframeMaterial(0xff0000);
> >> > >> > > }
>
> >> > >> > > Nothing.
>
> >> > >> > > I also have tried this:
> >> > >> > > var meshfaces = _sceneMesh.faces;
> >> > >> > > for each (var i:Face in meshfaces.faces) {
> >> > >> > >    i.material = new ColorMaterial(0xFF00FF);
> >> > >> > > }
>
> >> > >> > > Still nothing.
>
> >> > >> > > I always used:
>
> >> > >> > > var _objLoader:Object3DLoader = Obj.load(_resourceURL,
> >> > >> > > {material:_material, name:"OBJ", scaling:10});
>
> >> > >> > > But now as I see its obsolete.
> >> > >> > > I cannot use AWD because client would like to add models on his
> >> own.
>
> >> > >> > > Regards
> >> > >> > > Paweł
>
> >> > > --
> >> > > Michael Ivanov ,Programmer
> >> > > Neurotech Solutions Ltd.
> >> > > Flex|Air |3D|Unity|
> >> > >www.neurotechresearch.com
> >> > >http://blog.alladvanced.net
> >> > >http://www.meetup.com/GO3D-Games-Opensource-3D/
> >> > > Tel:054-4962254
> >> > > [email protected]
> >> > > [email protected]
>
> >> > --
> >> > Rob Bateman
> >> > Flash Development & Consultancy
>
> >> > [email protected]
>
> > --
> > Rob Bateman
> > Flash Development & Consultancy
>
> > [email protected]
> >www.infiniteturtles.co.uk
> >www.away3d.com

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