Perfect. :) Thanks guys!
On Nov 1, 4:36 pm, Aji Pamungkas <[email protected]> wrote: > Hello Revalis, > > Sorry i forgot to tell you to edit another line. Find this code in > your MD2.as : > > for (i = 0; i < num_tris; i++) > { > var a:int = md2.readUnsignedShort(); > var b:int = md2.readUnsignedShort(); > var c:int = md2.readUnsignedShort(); > var ta:int = md2.readUnsignedShort(); > var tb:int = md2.readUnsignedShort(); > var tc:int = md2.readUnsignedShort(); > > mesh.indexes.push([a,b,c,ta,tb,tc]); > > mesh.addFace(new Face(_vertices[a], _vertices[b], > _vertices[c], null, _uvs[ta], _uvs[tb], _uvs[tc])); > } > > And change > mesh.addFace(new Face(_vertices[a], _vertices[b], _vertices[c], > null, _uvs[ta], _uvs[tb], _uvs[tc])); > to > mesh.addFace(new Face(_vertices[c], _vertices[b], _vertices[a], > null, _uvs[tc], _uvs[tb], _uvs[ta])); > > Hope that will fix your inverted normals. :D > > On Nov 1, 9:45 pm, Revalis <[email protected]> wrote: > > > > > Guess it's more precise to say it -also- inverted the normals... it > > appears to have mirrored it the right orientation.. I can just see > > through all the front faces now. Getting closer! :P > > > On Nov 1, 3:38 pm, Revalis <[email protected]> wrote: > > > > 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 -- Hide quoted text - > > > > - Show quoted text -- Hide quoted text - > > - Show quoted text -
