I’m trying to find the Intermediate Viewer code as shown in the video tutorial , but cannot find it anymore on newer versions.
appreciate any help, thanks.
]]>I’m trying to convert a .dae file, exported from Blender, to .awd using Away Builder. The file uses skeleton animation and I’ve managed to imported it correctly into the Away Builder and played the animation, but when I save the file as .awd and try to re open it, I get an error#1034 and the scene is not loaded.
If I import the file and save it, without attaching the animation into the model, I can open it fine, but as soon I try to attach the animation a get the error#1034 again.
I’m attaching the .dae file I’m using for the test, can you help me on this matter?
Thank you in advance.
]]>package {
import away3d.containers.View3D;
import away3d.debug.AwayStats;
import away3d.entities.Mesh;
import away3d.events.AssetEvent;
import away3d.events.LoaderEvent;
import away3d.library.AssetLibrary;
import away3d.library.assets.AssetType;
import away3d.loaders.Loader3D;
import away3d.loaders.misc.AssetLoaderContext;
import away3d.loaders.parsers.AWD1Parser;
import away3d.loaders.parsers.AWD2Parser;
import away3d.loaders.parsers.Parsers;
import away3d.materials.ColorMaterial;
import away3d.materials.TextureMaterial;
import away3d.materials.*;
import away3d.textures.*;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.net.URLRequest;
[SWF(width=“320”, height=“240”, backgroundColor=“0x2f3032”, frameRate=“30”, quality=“LOW”)]
public class AWDViewer extends Sprite {
private var _view:View3D;
private var awayStats:AwayStats;
public function AWDViewer() {
stage.addEventListener(Event.RESIZE, onResize);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.showDefaultContextMenu = true;
stage.stageFocusRect = false;
_view = new View3D();
_view.backgroundColor = 0x666666;
_view.antiAlias = 2;
addChild(_view);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
[Embed(source=’/../embeds/plancam.awd’, mimeType=“application/octet-stream”)]
var object:Class;
Parsers.enableAllBundled();
AssetLibrary.enableParser(AWD2Parser);
AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete);
AssetLibrary.addEventListener(LoaderEvent.RESOURCE_COMPLETE, onResourceComplete);
AssetLibrary.addEventListener(LoaderEvent.LOAD_ERROR, onLoadError);
AssetLibrary.loadData(object, new AssetLoaderContext(false));
awayStats = new AwayStats(_view);
addChild(awayStats);
}
sir, what’s wrong ?
private function onAssetComplete(ev:AssetEvent):void {
if (ev.asset.assetType == AssetType.MESH) {
var mesh : Mesh;
var texMat : TextureMaterial;
mesh = Mesh(ev.asset);
texMat = mesh.material as TextureMaterial;
if (mesh.material == null || (texMat && texMat.texture == null))
mesh.material = new ColorMaterial(Math.random() * 0xffffff);
_view.scene.addChild(mesh);
_view.camera.lookAt(mesh.position);
}
}
private function onLoadError(ev:LoaderEvent):void {
trace(‘Could not find’, ev.url);
}
private function onResourceComplete(ev : LoaderEvent) : void
{
trace(‘onResourceComplete’, ev.url);
}
private function onEnterFrame(ev : Event) : void
{
_view.render();
}
private function onResize(event:Event = null):void {
_view.width = stage.stageWidth;
_view.height = stage.stageHeight;
awayStats.x = stage.stageWidth - awayStats.width;
}
}
}
]]>
Loaded OBJ file into Away Builder V1.0.0 Gold, applied texture / material - texture looks fine.
Saved file, loaded file back in - texture looks pixelated and poor quality.
Tried changing general settings / compression / material settings / anything else I could find! But none of them make any difference.
Anyone have any idea how to stop this?
Example image attached.
Thanks in advance!
]]>What have I done wrong ?
Some told me there are 2 Awaybuilders out there , and told me not to confuse them.
what is/are your suggestion/s?
]]>
The problem I am having is the process of exporting a awd or a export with a class from Prefab to load into Flashdev to compile an output.
I have looked all over the web for a example or a tutorial on a complete process of importing your model and exporting and loading in to code with no luck.
Could someone point me on the right path.
thanks in advance,
Leroy
Development environment 3dsmax2014
]]>
First of all, congrats on making up this tool! Away3D’s ecosystem is getting richer month after month.
I have a little question. Can this tool be used as a level editor ? Maybe not now, but in a future version ?
It is rather tough to find 3D level editors. Often times you have to build your own, which takes time and so is costly. Publicly available ones are usually tied to one engine (i.e. not Away3D :p) and are not flexible, because they work for specific types of games only, instead of just using the core rendering engine to layout assets, terrain, sounds and enable custom game-dependent properties on the side.
Plus, they’re not open source, so can’t be tweaked to add custom features to take advantage of specific game functionalities.
AwayBuilder sounds like an awesome opportunity to make the ultimate 3D level editor. No ?
You guys describe it as “a designer interface for accessing the visual stack in Away3D”, which sounds almost like a level editor, so it left me wondering. Though to be one, it would need to support terrain generation and editing among other things, but maybe that’s on the todo…
If not, is there any other such tool planned ?
PS: Terrain generation based on Phyre Engine’s technique would be awesome in AwayBuilder. Every single point listed in the “Goals” section is exactly what I’m looking for!