> Looking forward to Molehill Prefab ^_^ its in the make, tho, its now on hold as many features needs to be first implemented into Away.
On Mar 16, 2011, at 1:07 PM, Jahiro wrote: > Awesome - thanks so much Fabrice. > > BTW - PreFab is such a great tool - thanks for your great work on it. > Looking forward to Molehill Prefab ^_^ > > On Mar 15, 10:55 pm, Fabrice3D <[email protected]> wrote: >> Just uploaded ObjParser fix, files provided that were failing previously to >> load/having correct textures are now displayed correctly >> >> Fabrice >> >> On Mar 14, 2011, at 10:24 AM, Jahiro wrote: >> >> >> >> >> >> >> >>> Hi Fabrice, >> >>> FYI - tested your fix for the AWD1 Parser - works great! >> >>> On Mar 14, 2:46 pm, Jahiro <[email protected]> wrote: >>>> Great, thanks Fabrice - let me know if you need any more information >>>> on the OBJ issue. Happy to help if I can. >> >>>> I'll test out the AWD fix tonight. >> >>>> On Mar 14, 3:43 am, Fabrice3D <[email protected]> wrote: >> >>>>> oh sorry, I see you've uploaded sources with your report... testing now. >>>>> thx >> >>>>> Fabrice >> >>>>> On Mar 13, 2011, at 1:58 PM, Jahiro wrote: >> >>>>>> Hi Away3D Team, >> >>>>>> Thanks for your awesome work on Broomstick - so inspiring to see the >>>>>> demos! :) >> >>>>>> I've been asked to put together a Molehill/Away3D demo for my company >>>>>> and I need to load in an environment from Maya. >> >>>>>> I've tried using both OBJ and AWD formats - both result in run time >>>>>> errors. >> >>>>>> From what I can see, the OBJ file fails due to material mapping issues >>>>>> (i.e the mesh loads ok, but the materials from the *.mtl file cause >>>>>> errors) and the AWD file fails during parsing. >> >>>>>> I've created issues in GoogleCode for both OBJ and AWD issues and have >>>>>> attached demo projects so you can reproduce the error: >>>>>> http://code.google.com/p/away3d/issues/detail?id=151 >>>>>> http://code.google.com/p/away3d/issues/detail?id=152 >> >>>>>> Is this the best place to create issues? Let me know if I should put >>>>>> them on GIT instead. >> >>>>>> If anyone has any pointers on how to fix these issues, I'd be happy to >>>>>> try and fix and submit a patch - just not sure where to start. >> >>>>>> Many thanks, >>>>>> -Jahiro
