The issue was with Away3D (not lite) On Tue, Oct 5, 2010 at 4:31 PM, katopz <[email protected]> wrote:
> this fixed in lite as i remember > > On 5 October 2010 21:29, masterkitano <[email protected]> wrote: > >> by the way, all the animations I did were VertexAnimations. >> >> On 5 oct, 09:27, masterkitano <[email protected]> wrote: >> > hi devs, I've been searching lots of ways to do this, and after 3 lts >> > of coffe I finally solved it, soy I'll post the answer just in case >> > someone else have also this problem and just can't get to fix it. >> > >> > also I would like to ask if this is sort of bug in away3d or in my md2 >> > exporter (I believe is both). >> > >> > so this is the explanation: >> > I wanted to have a single md2 model, with all the animations, and >> > label each animation of the model: >> > idle >> > walk >> > dance >> > >> > I used qtip, it exports the md2 the best way I could found (uvmaps >> > works perfect), but qtip doesnt names animations, so then I used >> > milkshape with no luck, then like another 3 or 4 3d modeling software >> > 'till I found the best option 'till now: >> > frag motion. >> > >> > fragMotion lets you import md2, rename, split and duplicate your >> > animations, and export it again. >> > yet, after doing this, I just could get the animation in away3d (im >> > using away3d 3.5). >> > >> > I used the md2 Viewer 1.4 and my animations were shown just perfect. >> > so I had to go to the away3dsource, and I realized when I printed all >> > animations contained in the model, that away3d was adding it some >> > trash at the end of the name: >> > >> > idle¨Y%\ >> > walk?= >> > >> > and so on >> > >> > so the answer is in the md2 class, wich is the parser, so far I've >> > found there is a set of lines that reads the name of the animations, >> > and as I can see, the name is a 16 bytes name, so if the name of my >> > animation is lower than 16bytes, it compleats the name with the next >> > bytes (the trash). thats why I think its both awy3d and fragMotion >> > bugs: fragmotions add trash at the end of the animation names, and >> > away3d does not cleans it. >> > >> > solution: >> > >> > I went to the Md2 class, on the method parseFrames(), line 201 there >> > is: >> > >> > for (var j:int = 0; j < 16; j++) >> > { >> > var char:int = md2.readUnsignedByte(); >> > if (char != 0) { >> > var str:String = String.fromCharCode(char); >> > if (isNaN(Number(str))) >> > name += str; >> > } >> > >> > } >> > >> > --- at this point we have the 16 bytes name in "name" var. but it >> > contains all the garbage, so I add this line just after the for cycle: >> > >> > name = name.substr(0, name.search("_")); >> > >> > it searches in the name for a "magic" character, in this case "_", and >> > makes a substring from 0 to that character. >> > >> > and, back in fragMotion, I name all my animatinos this way: >> > walk_ >> > idle_ >> > dance_ >> > >> > so when it comes to the parser, my animations are like : idle_¨Y%\, >> > walk_?=, and after the sbustr() cleanup, the name is: idle, walk, >> > dance. and thats it, trouble solved. >> > >> > are you thinking on adding some kind of patch for this in next >> > realeases? or is there a better solution for fixin this? >> > > > > -- > Regards > ----------------------------------------------------------- > Todsaporn Banjerdkit, katopz, http://sleepydesign.com > Away3DLite and JigLibFlash Developer Team > -- 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]
