Hey Paweł

would it be possible to send over the file that was causing problems so that
we can test and upload the patch?

cheers

Rob

2010/7/12 Paweł Stanisławczuk <[email protected]>

> 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
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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