k, ported Lite fix & updated the Away md2, I have no time to test right now, 
would be nice to hear if it helps...

if not, please send me
the prefixes that comes out and the one supposed to be set.

Fabrice 


On Oct 5, 2010, at 4:32 PM, Michael Iv wrote:

> 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]
> 

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