woops- guess you replied while I was typing ; ) Yeah now I see how it
works. Knowing how to query if there was a name and getting the return
of 'untitled' and then being able to set a name is what I needed to
clarify it. This approach is going to be perfect for handling COLLADA
assets

On May 14, 5:13 am, Choons <[email protected]> wrote:
> OK after further experimentation with the AnimBlendTest example, I
> managed to get it to load the model from the lostsoul.md5mesh file
> with
>
> AssetLibrary.enableParser(MD5MeshParser);
> AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE,
> onMeshComplete);
> AssetLibrary.load(new URLRequest("..assets/lostsoul/
> lostsoul.md5mesh"));
>
> function onMeshComplete((event : AssetEvent) : void {
>        if (event.asset.assetType == AssetType.MESH) {
>             mesh = event.asset as Mesh;
>       }
>
> }
>
> however, tracing event.asset.name when onMeshComplete fires only
> returns 'untitled' so clearly a name isn't getting picked up by the
> loader from the input file. I was able to assign and trace back a name
> by using event.asset.name = "lostsoul_mesh" but don't know yet whether
> it has scope outside of onMeshComplete
>
> On May 14, 3:36 am, Choons <[email protected]> wrote:
>
>
>
>
>
>
>
> > I've been struggling with the new AssetLibrary this evening-
>
> > Mesh = Mesh(AssetLibrary.getAsset('nameOfMyMesh'));
>
> > if I understand correctly, the name comes from within the file that is
> > loaded. Experimenting with the lostsoul.md5mesh from the examples, I'm
> > not clear on where a name would come from looking at the contents of
> > that file. It's not a format I am familiar with. How do I query the
> > Asset Library from code to get a list of the names of the assets in
> > the library?
>
> > On May 13, 1:31 pm, richardolsson <[email protected]> wrote:
>
> > > @John:
>
> > > Just wanted to let you know that today I pushed the dependency-loading
> > > improvement that I mentioned before. It's on GitHub now and should be
> > > propagated to SVN before too long.
>
> > > This means that you will no longer be able to specify a "resourcesUrl"
> > > for OBJParser. Instead, you should rely on the regular
> > > AssetLoaderContext.dependencyBaseUrl property to define where the
> > > loader should look for MTL and texture files.
>
> > > If you need greater granularity than that we have also recently added
> > > a AssetLoaderContext.mapUrl() method to map one dependency URL to
> > > another. You can also still map a URL to embedded data using the
> > > AssetLoaderContext.mapUrlToData() if you prefer to embed your
> > > dependencies.
>
> > > Let us know if you have any thoughts about Away3D in general or the
> > > loading framework in particular! :)
>
> > > Cheers
> > > /R
>
> > > On May 6, 10:08 pm, John Brookes <[email protected]> wrote:
>
> > > > Think I've solved the obj mtl issue
>
> > > > before I was doing AssetLibrary.load(new URLRequest(LEVEL_URL)) and it
> > > > failed.
>
> > > > This is working, no missing mtl error.
> > > > eg
> > > > private var LEVEL_URL:String = 
> > > > '../src/indi001/object/IndiEstate6exp.obj';
> > > > levelfile =    AssetLibrary.load(new URLRequest(LEVEL_URL),new
> > > > OBJParser("../src/indi001/object/"));
>
> > > > But then after doing that realised that I would have to add each part 
> > > > of the
> > > > level. As there isn't (or I dont know) how to say just add the whole 
> > > > thang.
> > > > Plus not knowing what the part names are makes it a nightmare. 
> > > > (obj1...30).
> > > > Tried grouping the whole model and then adchild(obj0) but that didnt 
> > > > work.
>
> > > > Anyhoo
> > > > Im only using obj as it good for a quick test going from maya, so for 
> > > > now
> > > > Ill change that bit to a basic loader3d.
>
> > > > carry on :)

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