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/b1bbc2...

I could always hack the library to make it do what I need it to do but
I would prefer a clean and recommended solution for the best possible
outcome.  Thank you again!  You guys are really doing an excellent job
on the library so I think you can understand my enthusiasm.  -Thanks

On May 8, 10:44 pm, seacloud9 <[email protected]> wrote:
> I noticed the new changes to implement the Asset Loader and Loader3D
> class here 
> ->http://groups.google.com/group/away3d-dev/browse_thread/thread/7ae67b...
>
> 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/b1bbc2...
>
> 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

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