I won’t load in Away3D 4. the problem seams to be a dependency for a material. I load the Md2 into Prefab and yep, it seams to be looking for a material. Now, I want to STRIP that material, so it’s the same, say the example files md2. the Model when in Away3d will have one of two materials depending. I try to export it in Prefab as a md2 without saving dependency but, it doesn’t strip the need from one in the code and I can’t figure out where (if anywhere) there is something that’ll let me remove the material.
Any clues?
]]>1) how can i play more than 1 animation by modifying those meshanimdata?
2) can i trigger that animation by adding button/listener in prefabproject.as ? just like md2 animation, or shall i add those button/listener in animated mesh as file (animated character file) ?
3)what this mean ? “_animators[_animators.length-1].play(“default”);”, why animators.length must minus by 1 ?
4)how can i animate texture in meshdata.as ?
can anyone demonstrate it for me ?
]]>error massage like this appear, what this mean? i have to embed those cdt3d files ? any modified example ? D:\burn 9\CoreApp-as-0.4.2-beta\CoreApp-as-0.4.2-beta\src\core\app\util\swfClassExplorer\data\Traits.as(13): col: 15 Warning: No constructor function was specified for class Traits. D:\cadet\CoreApp-as-0.4.2-beta\CoreApp-as-0.4.2-beta\src\core\app\managers\fileSystemProviders\local\FileSystemUtil.as(39): col: 62 Error: Type was not found or was not a compile-time constant: File. public static function fileToURI( file:File, rootDirectory:File, fileSystemProviderID:String ):URI
can anyone send me the cadet3d editor together with custom extension (exported swf) & customised config.xml ? (since i cant’ make it by myself) mkfuiy at gmail dot com
according to instruction, there are no cadet3d editor air file to download, i have to download cadet2d editor air file & customize it by myself ? am i right ?
how about core editor & cadet editor tutorial in github “https://github.com/CadetEditor/CadetEditor-as/wiki”, open sources for customise extension ?
]]>_soldier = new Soldier();
_soldier.scale(.10);
_soldier.x = 0;
_soldier.y = 25;
_soldier.z = -100;
_soldier.mouseEnabled = true;
_soldier.addEventListener(MouseEvent3D.MOUSE_DOWN, _soldierOnMouseDown);
scene.addChild(_soldier);
but it doesn’t work. Any idea how I could select it with the mouse so I can move it around.
]]>andy
]]>andy
]]>I created a little Dummy with a very happy walking animation, because I later want to cut him in two with a chainsaw in my Away3D application.
I wanted to manage the import like in the Polar Bear example, so I wanted to create the mesh and animation and turn it to AWD2 in Prefab3D.
It tourned out to be slightly more difficult, as I tried to get the collada file out of blender to work. After a lot of hours, many “Collada Export Do’s and Dont’s” Tutorials and a lone tear running down my cheek, I finally hope for an answer in this forum.
First, here is a .rar package with the .blend file and some of the rather unfunctional results:
ht*tp*://*fbe*.am*/*vfG (delete the * ‘s)
What I tried:
I tried all the “solutions” of those export tutorials.
For example moving everything to (0,0,0), baking the animation and adding keyframes for every frame, deselecting all actions and exporting in a lot of different ways.
The result was always the same. Here are the problems Prefab3D showed me:
1. there are always 2 States, doesnt matter how many actions I have created.
2. both States are named “null”
3. Sometimes the states have the correct count of Nodes, sometimes not.
4. Playing the animation doesnt do anything. The Mesh doesnt move.
In AwayBuilder, as soon as I try to play the animation, I get a lot of errors.
And here comes the weird part:
I downloaded a collada file from the internet and tried it. Both the animation and the mesh worked fine in Prefab3D. So I imported it in blender and exported it again. Again, the animation worked fine, there was just a little problem with the mesh-angle. But nothing special. (the states still were named “null” in both cases)
I compared all properties of the downloaded collada with the ones of my Dummy, in my point of view everything was the same but still no result.
Then I created a simple cube with only one bone in blender and exported it. The animation worked. Well, the states were named null and there was the angle problem again, but it worked.. I did the same as with my Dummy, he doesnt work and the cube works. One may think “maybe it’s the bone/poly count”. But no, the collada from the internet had far more bones and polys.
As a last attempt I tried to export it as md5, but the plug-in always threw errors.
I dont know any other solution, but I’d like to stick with blender.
If anyone manages to get my little Dummy to work with his animation in Prefab3D/Away3D, he will be my messias for one day.
Thanks.
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