When I loaded a md5 file as your sample [ LoaderMD5Test.as ], but it wasnt showed correctly. I dont know why. pls, pls help me! thx.
you can see what I say when u see the screenshot in Attachments.
MD5 file was not showed correctly, pls help me.Software: Away3D 4.x |
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Jack, Newbie
Posted: 14 November 2011 08:26 AM Total Posts: 3 When I loaded a md5 file as your sample [ LoaderMD5Test.as ], but it wasnt showed correctly. I dont know why. pls, pls help me! thx. you can see what I say when u see the screenshot in Attachments.
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Jack Dracon, Newbie
Posted: 16 November 2011 12:14 PM Total Posts: 27 [ # 1 ] Hi. |
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Jack, Newbie
Posted: 17 November 2011 02:04 AM Total Posts: 3 [ # 2 ] Thanks for your relply, dude. I am sure I have loaded the mesh and animation in a correct way as sample[MonsterController.as] and the animation could be played correctly. but as you saw some vertices are not in correct position. I have adjusted the weight of vertex to make it affect Less other vertices beside it. but it does not works yet. so I think it may be a bug of parser for it works well in md5 modelviewer. my code as below:
AssetLibrary.enableParser(MD5MeshParser); Animation:
private function initAnimation() : void
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Jack Dracon, Newbie
Posted: 17 November 2011 11:54 AM Total Posts: 27 [ # 3 ] hey… |
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VMStudio, Newbie
Posted: 20 November 2011 05:09 PM Total Posts: 2 [ # 4 ] Hi, I’m also working with MD5mesh and anims. I’ve got the same kind of problem at the begining. I’m working on Maya, exporting with ActorX from unreal and converting PSK ans PSA with ax2doom. First time, the skinned mesh was showing well in viewers but was completely exploded in Away 3d 4. For me the problem was that all the bones of my skeleton must have their joint orient set to 0, what was not the case for my first export. Hope it will help you. |