Send me 1 or 2 3ds from old max please+screenshot of expected render. Regarding Obj/3ds errors when embedded, this was reported this week. I'll try look at it asap. At first the fix will adress the errors, later on, i'll add custom props back such as customPath and scaling.
I'll post once done some code examples... Fabrice On Mar 25, 2011, at 17:30, McFunkypants <[email protected]> wrote: > In my experience it is virtually impossible to use [embedded] models - > they all fire multiple errors in parsing, but most files DO work when > loaded externally. > > I would be very grateful if somebody could post an example of the > PROPER way to embed and parse a 3ds or obj file that has NO external > assets - eg. all geometry and textures are embedded. Interestingly, I > can get embedded models to "work" by just ignoring all the error > messages: ie: you get errors using the code below and yet the model > shows up just fine in the 3d, but loading/parsing generate all sorts > of error messages about out of index range in the events. > > Is this the correct way of doing it? > > > [Embed (source = "foliage/tree1.obj", mimeType = "application/octet- > stream")] > public static const OBJ:Class; > [Embed (source="foliage/tree1.png")] > public static const TREETEXTURE:Class; > > private var _container:ObjectContainer3D; > private var _material:BitmapMaterial; > private var _treemesh : Mesh; > > _material = new BitmapMaterial(new TREETEXTURE().bitmapData); > _container = ObjectContainer3D(ResourceManager.instance.parseData(new > OBJ(),"head",true)); > for (var i : int = 0; i < _container.numChildren; ++i) > { > _treemesh = Mesh(_container.getChildAt(i)); > _treemesh.material = _material; > } > _view.scene.addChild(_container); > > > > > > BTW the 3ds importer fails at *all* .3ds files exported by 3ds max > version 9, (external or internal). I can supply dozens of files that > don't load. I think that 100% of 3ds files as exported by 3dsmax9 > cannot load. I know 3dsmax9 is a bit old, but I've tried well over 25 > models and none load. > > I've believe that I've tracked down the reason: max9 exports static > non-animated meshes with a NULL (0 byte) length for the animation. So > the animation "chunk" is there, but with zero bytes in it. The parser > crashes when reading the name of the animation because it doesn't > check to see if it is zero bytes long. This error existed in older > versions of away3d as well. Let me know and I will post a zip file > containing ten 3ds files that do not load properly in away3d that DO > load in other programs just fine. > > Keep up the great work, thank THANK YOU, Fabrice! We are all very > grateful for all your hard work. > > ChrisK aka McFunkypants
