Actually I used your script completely and just replaced your model and jpg with mine and get your loading message when going through a browser, but it works fine in Flash.
On Apr 12, 3:32 am, Darcey Lloyd <darcey.ll...@gmail.com> wrote: > Create a text field and append string into it so you can see what is going > on. > > txt.text += "i am about to load the model"; > > txt.text += "load failed" + e; // in the fail function handler > txt.text += "load success - now adding child"; // in the success handler > > then see what's written in your text field online. > > Probably another path issue. use ./ instead of / and make sure you upload > you assets to their correct locations etc. Apart from that hope the txt > field gives more info. > > GL > > D > > On 12 April 2011 02:37, Morantis <ad...@revolutionvps.us> wrote: > > > > > I used the methods that Darcey used in his example and replaced his > > model with my own and came up with errors about a null object. I have > > had these errors come up before in this same context and assumed my > > max3ds loader scripts were not right, it turned out in the end that > > both the methods I used were viable and obviously darcey's scripts > > work fine for him. In the end, this all came down the the simple fact > > that the path to the model needed the preceding "/". I was using a > > root folder model and needed to specific to Away3D the exact relative > > path. This has come up for me in PHP issues before and I jumped right > > on it, but didn't catch this one early enough. Thanks to all who > > helped. > > > On Apr 10, 11:02 pm, Morantis <ad...@revolutionvps.us> wrote: > > > I need to know what the exact format and syntax for importing a basic > > > 3d model into Flash through Away3D is. I have done a lot of searching > > > and seen various methods that for me seem to produce varying errors or > > > no visible object. This is just a test to make sure I understand the > > > concept before actually getting deeply into the programming, so for > > > that reason I have not used a material for the model. I assume that > > > Away3D will still produce a visible result, just as a cube or sphere > > > can be seen without assigning a specific material. Let me say first > > > that i fully understand the class imports and that is not an issue. I > > > have used AS on and off, so I understand that for the most part, plus > > > have other programming experience, so that is not the major issue. I > > > am using Flash CS5 I believe and AS3 and Flash 10 formats. I have an > > > intial stage and use an external class for all the Away3D AS > > > scripting. I am playing with it and basically putting together a > > > template to build furture Away3D/Flash from. I am going to post the > > > entire external package here, and I know it has some issues, it copied > > > and pasted some portions from the Earth/Stars tutorial to save time > > > and I have used 2 movie clips for zooming in and out on a basic cube. > > > I used 3DMax to make a very basic torus and exported it to the root > > > folder for the app and named it tube.3ds, I also produced a smaller > > > version of the same called tube2.3ds. You will see a lot of commented > > > out lines as I have tried many methods to import the model. I even > > > tried as a Wavefront OBJ. I really find this as the last stumbling > > > block to going somewhere with this software so please help. Here's my > > > current AS... > > > > package > > > { > > > > import flash.display.Sprite; > > > import away3d.containers.*; > > > import away3d.core.base.*; > > > import away3d.primitives.*; > > > import away3d.materials.*; > > > import away3d.core.utils.Cast; > > > import away3d.cameras.*; > > > import flash.filters.BitmapFilter; > > > import flash.filters.BitmapFilterQuality; > > > import flash.filters.BitmapFilterType; > > > import flash.filters.GlowFilter; > > > import flash.events.MouseEvent; > > > import flash.events.Event; > > > import away3d.core.render.Renderer; > > > import flash.events.KeyboardEvent; > > > import flash.events.*; > > > import away3d.loaders.Max3DS; > > > import away3d.loaders.Obj; > > > > //import fl.motion.MotionEvent; > > > > public class hhh extends Sprite > > > { > > > > public function hhh() > > > { > > > > var move:Boolean = false; > > > var lastPanAngle:Number; > > > var lastTiltAngle:Number; > > > var lastMouseX:Number; > > > var lastMouseY:Number; > > > var skies:Sphere; > > > var scene:Scene3D = new Scene3D(); > > > // Create and set up the camera > > > var camera:HoverCamera3D = new > > HoverCamera3D({zoom:2,focus: > > > 200,distance:400}); > > > camera.panAngle = -180; > > > camera.tiltAngle = 15; > > > camera.hover(true); > > > camera.yfactor = 1; > > > var view:View3D = new > > View3D({scene:scene,camera:camera}); > > > addChild(view); > > > view.x = 250; > > > view.y = 200; > > > var desk:Cube = new > > Cube({material:"blue#white"}); > > > desk.height = 15; > > > desk.width = 150; > > > desk.depth = 25; > > > desk.x = 100; > > > view.scene.addChild(desk); > > > > //var tube=new Max3DS(); > > > var tube:Max3DS=new Max3DS.load("tube.3ds"); > > > //var tube2:Obj=new Obj("tube2.obj"); > > > //view.scene.addChild(tube); > > > tube.scale(100); > > > view.render(); > > > > function MouseDown(event:MouseEvent):void > > > { > > > lastPanAngle = camera.panAngle; > > > lastTiltAngle = camera.tiltAngle; > > > lastMouseX = stage.mouseX; > > > lastMouseY = stage.mouseY; > > > move = true; > > > } > > > function MouseUp(event:MouseEvent):void > > > { > > > move = false; > > > } > > > function > > MouseOverHandlerplus(event:MouseEvent):void > > > { > > > // Start your custom code > > > // This example code displays the words > > "Moused over" in the > > > Output panel. > > > camera.zoom = camera.zoom + 1; > > > > // End your custom code > > > } > > > function > > MouseOverHandlerminus(event:MouseEvent):void > > > { > > > // Start your custom code > > > // This example code displays the words > > "Moused over" in the > > > Output panel. > > > camera.zoom = camera.zoom - 1; > > > > // End your custom code > > > } > > > > function zoomreset(event:KeyboardEvent):void > > > { > > > camera.zoom = 1; > > > > } > > > > function onEnterFrame(e:Event):void > > > {// rerender viewport > > > var cameraSpeed:Number = 0.3;// > > Approximately same speed as mouse > > > movement. > > > if (move) > > > { > > > camera.panAngle = > > cameraSpeed*(stage.mouseX - lastMouseX) + > > > lastPanAngle; > > > camera.tiltAngle = > > cameraSpeed*(stage.mouseY - lastMouseY) + > > > lastTiltAngle; > > > } > > > camera.hover(); > > > view.render(); > > > } > > > addEventListener(Event.ENTER_FRAME, > > onEnterFrame); > > > stage.addEventListener(MouseEvent.MOUSE_DOWN, > > MouseDown); > > > stage.addEventListener(MouseEvent.MOUSE_UP, > > MouseUp); > > > plus.addEventListener(MouseEvent.CLICK, > > MouseOverHandlerplus); > > > zoomout2.addEventListener(MouseEvent.CLICK, > > MouseOverHandlerminus); > > > stage.addEventListener(MouseEvent.DOUBLE_CLICK, > > zoomreset); > > > stage.addEventListener(KeyboardEvent.KEY_UP, > > zoomreset); > > > > } > > > } > > > > } > > > > I can't seem to add a second agument to the new MAX3D without getting > > > an error, so I stopped even trying that. If I just go with blah:new > > > Max3D(); then I can't find a way to attach this to a model file. > > > var tube:Max3DS=new Max3DS.load("tube.3ds"); > > > gives me a method cannot be used as a constructor error. At this > > > point I cannot remember all the ways I have tried to do this.- Hide > > > quoted text - > > - Show quoted text -