Any help would be much appreciated….thoughts????
I have a multi-part object (root->child1,child2,child3, etc) where alpha should be applied in a uniform manner as it is in straight Flash/Flex.
For example, In flash, if I change the root alpha, the alpha of the entire ui graph is faded as if it were a single, image where transparency were applied.
Currently, in Away, I can apply alpha to each part material, etc. but I’m not sure of a way to apply alpha in a uniform way. One thing I’m wondering if there is a shader or “method” that would allow a pixel-level alpha application. Or, even better, some “container/wrapper/mask” that would allow the entire graph of meshs to have a mask applied with alpha.
The attached image is what it is currently doing: bad.png (Left Img.)
What it should be doing is as follows: good.png (Right Img.)
Additionally, what I’m looking for is the “BlendModel.Layer” example from here:
http://www.zedia.net/2008/blendmodelayer-a-must-when-changing-alpha-of-a-displayobject-containing-other-displayobject/