Hrm.. adding the "-" to position.z inverted the normals on my polys. :P I meant to say the model itself is mirrored, as in the things modeled onto the left side of the object in Max actually appear on the right side in Flash. And also any text part of the material is backwards/mirrored (which is what made it obvious).
In regards to the speed, though, thanks for pointing out the .fps property. Totally overlooked that.. but saw in the Md2.as that it appears to default to 10. So setting it higher kicked my animation speed on up to what I was looking for. Thanks! On Nov 1, 3:12 pm, Aji Pamungkas <[email protected]> wrote: > Ups... sorry for the * character in the code. > > On Nov 1, 9:09 pm, Aji Pamungkas <[email protected]> wrote: > > > > > I had the same mirrored-MD2 problem when importing MD2 that was exported by > > using MD2 Exporter in Blender. What I did to fix it was by editing MD2.as > > file. Open your Md2.as file, you will find this code : > > > * for (var h:int = 0; h < _vertices.length; h++)* > > * {* > > * var position:Number3D = new Number3D();* > > * position.x = -((sx * md2.readUnsignedByte()) + tx) * > > scaling;* > > * position.z = ((sy * md2.readUnsignedByte()) + ty) * > > scaling;* > > * position.y = ((sz * md2.readUnsignedByte()) + tz) * > > scaling;* > > * md2.readUnsignedByte(); // "vertex normal index"* > > * frame.push(position);* > > * }* > > > And change "*position.z = ((sy * md2.readUnsignedByte()) + ty) * scaling;*" > > to "*position.z = -((sy * md2.readUnsignedByte()) + ty) * scaling;*". You'll > > notice that you only need to add "*-*". :D > > > About your performance issue of MD2, I never had any problem, maybe because > > my MD2 models are low poly, between 50 to 200 triangles, 50 frames maximum. > > This is how i play my MD2 animation : > > > var animData:AnimationData = > > (maincharView.mesh.animationLibrary.getAnimation(animName) as > > AnimationData); > > animData.animator.fps = fps; > > animData.animator.loop = loop; > > animData.animator.gotoAndPlay(0); > > > -- > > Aji Pamungkas > > > On Mon, Nov 1, 2010 at 8:28 PM, Revalis <[email protected]> wrote: > > > Oh. Other weird thing I forgot to mention is that when the model comes > > > in, it is mirrored. And I don't recall my collada imports doing that; > > > but I may have just been ignorant of it and only just now noticing. :P > > > > On Nov 1, 2:24 pm, Revalis <[email protected]> wrote: > > > > Hey guys, > > > > > I am moving over to using .md2 from .dae since the new animation > > > > libraries seem to be a bit friendlier; however, I am getting some > > > > weird performance issues. :/ Just wanted to make sure I'm not > > > > overlooking a process for optimizing my movie. > > > > > I am taking the exact same model/animation sequenceI I had previously > > > > exported to .dae and have used QTip to export it, with animation, to > > > > md2. In regards to file size, it is much more compressed.. which I > > > > like. > > > > > Codewise, the only thing different I did was call 'new Md2' instead of > > > > 'new Collada' (And every reference of Collada to Md2). Still using the > > > > LoaderCube and still importing my material with a Loader (then Cast to > > > > BitmapMaterial). > > > > > When I play the animations in Away/Flash, they appear to move > > > > incredibly sluggishly. Almost 2-3 times as slow. > > > > > Is this to be expected? Or is the Md2 a less forgiving format to > > > > polycounts than Collada? This model sits at 1823 polys and 70 frames > > > > of animation. > > > > > The walk cycle is frames 2 - 27 and Stats is showing me an average of > > > > 10-12 out of 31 FPS. > > > > > Now, if I watch the same .swf in IE, I will see an average of 19-20 > > > > FPS. > > > > > Regardless of that speed, though, the animation itself is, visually, > > > > slower than it is animated in Max. > > > > > Hopefully this makes sense.. otherwise I might have to do some > > > > recordings to prove I'm not insane! :P- Hide quoted text - > > - Show quoted text -
