I noticed the new changes to implement the Asset Loader and Loader3D class here -> http://groups.google.com/group/away3d-dev/browse_thread/thread/7ae67b7d3f4239a6/ad9fadbade5bfcf4?lnk=gst&q=clone#ad9fadbade5bfcf4
I have downloaded the latest code and now I have the code able to place an AWD file in the scene. I noticed that on the loader3D "handle" is not an option. The AWD once parsed becomes and ObjectContainer3D. I guess I am still having some confusion when it comes to Cloning. Questions: 1)What is the easiest way to clone an Object3D properly. 2) Is their a new way to do this task with the Asset Library? It also looks like this guys is having the same issue. http://groups.google.com/group/away3d-dev/browse_thread/thread/b1bbc2fa1d9e649/3be68248312c58ab?lnk=gst&q=clone#3be68248312c58ab Side Note: I noticed that the loader3D class automagically loads the model into the AssetLibrary awesome work and I like the new feature to embed a file and the ability to embed just the parsers you need. Awesome looks like you guys are really making leaps and bounds on a daily basis so thanks for all your hard work. Thanks in advance for all the help and advice. On May 2, 6:45 am, seacloud9 <[email protected]> wrote: > Thanks @richardolsson looking forward to seeing the documentation. > > On May 2, 4:40 am, richardolsson <[email protected]> wrote: > > > > > > > > > @Seacloud9: > > Be advised that there will be a major refactor to the loading code > > pushed to github later today or tomorrow. It completely removes the > > ResourceManager, so you will need to take a look at the new ways of > > loading. I will publish a document detailing this when I push, but in > > the meantime you can check my fork at github.com/richardolsson if you > > want to se what's going on. > > > Cheers > > /R > > > On May 2, 2:09 am,seacloud9<[email protected]> wrote: > > > > Thank you I have seen that > > > examplehttps://github.com/away3d/away3d-examples-broomstick/raw/master/src/L... > > > and I used the code to base much of what I have create off of. > > > > I am trying to clone the ObjectContainer3D within -> function > > > onResourceRetrieved(e : ResourceEvent) > > > > 1.Is their an easy way to retrieve the Mesh data with > > > ResourceManager.instance.getResource(url, false, AWD1Parser ) when > > > the object has been retrieved? > > > 2.What is the easiest way to clone the ObjectContainer3D? > > > 3.Is their an easy way to retrieve a Mesh from an ObjectContainer3D? > > > 4.It looks like in older versions of Away3D the loader3d had a handle > > > property where the mesh data was stored it now looks like the Away3D > > > AssetLoader class has a handle property that works similar. So is it > > > required to use this class instead of the resource manager? > > > > I have noticed lots of changes in Broomstick and it is awesome so > > > excellent work. > > > > On May 1, 6:33 pm, Fabrice3D <[email protected]> wrote: > > > > > I have added an example class for awd1. It will change soon as awd2 is > > > > progressing nicely. > > > > > But you should unless necessary, asign the resource only when the > > > > complete event has fired. > > > > > Fabrice > > > > > On May 2, 2011, at 0:59,seacloud9<[email protected]> wrote: > > > > > > It looks like in older versions of Away3D the loader3d had a handle > > > > > property where the mesh data was stored it now looks like the Away3D > > > > > AssetLoader class has a handle property that works similar. So is it > > > > > required to use this class instead of the resource manager? > > > > > > Is their an easy way to retrieve the Mesh data with > > > > > ResourceManager.instance.getResource(url, false, AWD1Parser ) ? > > > > > > On May 1, 1:54 pm,seacloud9<[email protected]> wrote: > > > > >> Couple of questions it looks like after the object has been added to > > > > >> the scene the ObjectContainer3D has a protected item > > > > >> fish.implicitPartition._updatedEntityList.mesh this item contains the > > > > >> mesh although it is protected. > > > > >> When I clone the fish it will return an Object3D and that can be cast > > > > >> to an ObjectContainer3D but when I add it to the scene it complains > > > > >> because it is null? I do see that most of the parsers parse out the > > > > >> data and then place the item in an ObjectContainer3D the exception to > > > > >> this case so far being the md5mesh that will return a mesh. > > > > > >> 1.What is the easiest way to clone the ObjectContainer3D? > > > > >> 2. Is their an easy way to retrieve a Mesh from an ObjectContainer3D? > > > > > >> I have been looking at the different methods and any input on this > > > > >> would be greatly appreciated. > > > > > >> fishArr[i] = ObjectContainer3D(); > > > > >> for(var j:uint = 0; j<fish.numChildren; j++) > > > > >> { > > > > >> fishArr[i].addChild(fish.getChildAt(j).clone() as > > > > >> ObjectContainer3D); > > > > > >> } > > > > > >> On Apr 27, 4:14 am, Fabrice3D <[email protected]> wrote: > > > > > >>> yes, Sven is right, tho, to make it clearer, i would first parse to > > > > >>> retrieve the mesh you do need, > > > > >>> then proceed the cloning > > > > > >>> Also to make something clear, I read often remarks when people > > > > >>> assume data is of different nature coming from a different type of > > > > >>> 3d formats. > > > > >>> It is not true. > > > > >>> Each file format holds a description of objects, the parsers > > > > >>> deserialize this info and "translate" it to a data structure that > > > > >>> Away understands/can use. > > > > >>> Once this point is reached. Each and every bits of data is exactly > > > > >>> the same, that you load from obj, 3ds, ac. collada or declare a new > > > > >>> AS3 instance. > > > > > >>> Fabrice > > > > > >>> On Apr 27, 2011, at 1:28 AM, sven wrote: > > > > > >>>> I have no experience with awd stuff, but with obj I had to clone > > > > >>>> the meshes - cloning the ObjectContainer didn't work for me.. So > > > > >>>> maybe try something like this in your loop: > > > > > >>>> fishArr[i] = ObjectContainer3D(); > > > > >>>> for(var j:uint = 0; j<fish.numChildren; j++) > > > > >>>> { > > > > >>>> fishArr[i].addChild( Mesh(fish.getChildAt(j).clone()) ); > > > > >>>> } > > > > > >>>> cheers, > > > > >>>> sven
