@Choons: You won't have to do this in the future (unless you want to control the generic names) because the parsers will always set generic names like "mesh", "material" et c instead of "untitled". To prevent collisions, the library will then rename them "mesh", "mesh.1", "mesh. 2" et c.
/R On May 14, 12:28 pm, Choons <[email protected]> wrote: > 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 :)
