Load awd skeleton animation

Software: Away3D 4.x

Ondriss, Newbie
Posted: 11 July 2012 02:17 PM   Total Posts: 2

Hi,

i got a little issue with loading animated models, i spent a lot of time to solve it by myself but without successful result. Here is the thing :

I got the lastest away4d, and 3dsmax exporter. Here is the code how i load the model with animation :

AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETEOnAssetComplete);
AssetLibrary.load(new URLRequest("test.AWD"),null ,null,new AWD2Parser());

private function 
OnAssetComplete(e:AssetEvent):void 
  {
   
switch (e.asset.assetType
   
{
    
case AssetType.SKELETON:
     
trace("loaded skeleton");
     
animation = new SkeletonAnimation(e.asset as Skeleton3true);
     
mesh.animationState = new SkeletonAnimationState(animation);
     
mesh.geometry.animation animation;
     
animator = new SmoothSkeletonAnimator(SkeletonAnimationState(mesh.animationState));
     break;
    case 
AssetType.MESH:
     
trace("loaded mesh");
     var 
submesh:Mesh e.asset as Mesh;
     
submesh.material = new ColorMaterial(356);
     
mesh.addChild(submesh);
     break;
    case 
AssetType.ANIMATION:
     
trace("loaded animation");
     
seqe.asset as SkeletonAnimationSequence;
     
seq.name e.asset.name;
     
animationsNames.push(seq.name);
     
animator.addSequence(seq);
     break;
    case 
AssetType.ANIMATOR:
     
trace("loaded animator");
     break;
    case 
AssetType.CONTAINER:
     
trace("loaded container");
     break;
    case 
AssetType.ENTITY:
     
trace("loaded entity");
     break;
    case 
AssetType.GEOMETRY:
     
trace("loaded geometry");
     break;
    case 
AssetType.MATERIAL:
     
trace("loaded material");
     break;
    case 
AssetType.SKELETON_POSE:
     
trace("loaded skeletonpose");
     break;
    case 
AssetType.TEXTURE:
     
trace("loaded texture");
     break;
    default:
     
trace("error")
     break;
   
}
  } 

I dont have any models in 3ds max made by myself, i download some animated free models. Some of these models right after export in preview act very strange like :
  instead of one object of model there are 2 or the the skeleton is under the model etc…

In my code model loaded successfuly except for bugs which i metion above and when i want to play animation nothing happen.

Please help me someone, i dont know if i made a mistakes when i creating models or when i loading them.

Ondrej

 

   

Richard Olsson, Administrator
Posted: 11 July 2012 07:18 PM   Total Posts: 1192   [ # 1 ]

The AWD exporter for 3ds Max only supports regular bones animation at this point. It is not possible to use biped/Character Studio or any other non-bones animation systems directly with the current version. It sounds like you might be using biped/CS, and that when you export the skeleton is exported visible as well. This is expected behavior in the current version of the exporter, because it does not ignore non-renderable objects, and it does not support that type of animation.

   

Ondriss, Newbie
Posted: 11 July 2012 08:07 PM   Total Posts: 2   [ # 2 ]

Oh i see, that explains a lot, thanks. Now i can catch something again, could you plese give me some quick 3ds max steps/keywords to accomplish animation, so i can google some tutorials. I tried it but now the skeleton and animation didnt even export. Is there some special adustments to export skeleton… i think i got exporter setup correct and sequences.txt also so i just dont know how to setup all properties/preferences in 3dsmax to get skeleton from exporter out. When i start animation in 3dsmax mesh moving, export it , animations and skeleton missing. Thanks a lot for helping.
Ondrej

   
   

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