All imported OBJ models have asset.name = “obj0” ?? Other OBJ woes

Software: Away3D 4.x

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vonWolfehaus, Newbie
Posted: 08 January 2012 03:07 AM   Total Posts: 14

As the title says. The asset name should probably be an array with a list of all the models in the file. If you look at the raw obj code it shows each new model as “o name” followed by the vertex coords of the model.

Another big problem is that, because it fetches everything in the obj and whatever the mtl says to, there needs to be more control to allow us to only extract what we need.

For example, in my modeling app I load the model with a test texture to make sure I have my UVs straight and looking good. When I export it includes all cameras, lights, and materials. In Away3D, I only need one mesh in the obj and nother else (no materials either—I load those separately).

How is this issue resolved, or do I just have to edit my .mtl and .obj files manually every time until Away3D fixes this?

   
   

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