Updates from June, 2009 Toggle Comment Threads | Keyboard Shortcuts

  • Pablo 5:10 PM on 4 June 2009 Permalink | Reply
    Tags: blah   

    Papervision3d rev 911 and DAEMC 

    Well, it seems that the new animation system breaks the DAEMC2 class. Many things have changed, some are just to make the code more “correct” and some others are just a waste of time. Anyway, i’m not going to update DAEMC. I’m not interested in Papervision for the moment, and when i did, i only got false promissed from some people, but that’s another story.

    In short:

    -To use DAEMC just use the rev 910 fom papervision if you like the class.

    -To use the new animation system just pay the guys at papervision some money so they spit some information. 

    Anyway.

    PS: use Alternativa or Away3d. xD

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    • Linhdoha 4:40 AM on 29 October 2009 Permalink | Reply

      Why you don’t ask PV3D team for an reason, it’s waste!

      ūüė¶ poor you, poor me, poor everyone!

  • Pablo 8:35 PM on 6 May 2009 Permalink | Reply
    Tags: , , , papervision, , reverse   

    DAEMC2 Update 

    In reply to:

    joe 4:05 PM on 6 May 2009 

    How would I get a model to play in reverse? Great class!

    I updated DAEMC2 (rev31) with a new property called .inReverse witch can be true (play backwards) or false (play foward).

    Now take in consideration that frame scripts will be called no matter the orientation of the animation… so loops and things of that nature should be have into account.

     
    • joe 9:13 AM on 8 May 2009 Permalink | Reply

      Great update. Just not sure what the framescript is about or if I have to use it. The documentation doesn’t make much sense. I’m working with FLARToolKit and keep running into problems. Basically, what I’m trying to accomplish is having the DAE file play animations when the target area is located. When the target is lost the animation would animate out in reverse. The only thing I can accomplish with your class is to loop the animation. This is something I can already do with the default DEA papervision class. Any help would be great.

      • pablobandin 10:40 AM on 8 May 2009 Permalink | Reply

        ok that’s easy…

        if( target_area_located ) {

        model.currentFrameNumber = XXX; //the first frame of the desired animation….
        model.play();
        model.addFrameScript( lastXXX, goBackToFrameXXXandPlay ); //lastXXX is the last frame of that animation, goBackToFrameXXXandPlay is a function that make model.curentFrameNumber = XXX again…

        }
        else
        {
        model.inReverse = true;
        model.addFrameScript( lastXXX, null); //delete the old frame script
        model.addFrameScript( XXX, nowReturnToNormalBehavior); // you can cancel the reverse mode or keep looping by sending the animation to frame lastXXX… to cancel the reverse mode you do model.inReverse = false

        }

      • pablobandin 10:47 AM on 8 May 2009 Permalink | Reply

        BTW frame script is a method that you use to call a function when the animation is on a desired frame… example:

        model.addFrameScript( 2, doSomething);

        function doSomething():void {
        trace(“Hi i’m in frame 2”)
        }

    • joe 3:45 PM on 8 May 2009 Permalink | Reply

      Thanks! But nothing happens. here is my code

      public function CheckActive(e:Event):void{
      if(super.isActive){
      removeEventListener(Event.ENTER_FRAME, CheckActive);
      model.currentFrameNumber = 1; //the first frame of the desired animation….
      model.play();

      trace(“is Active”);
      }else{
      model.inReverse = true;
      addEventListener(Event.ENTER_FRAME, CheckActive);
      trace(“not active”)
      }

    • pablobandin 4:02 PM on 8 May 2009 Permalink | Reply

      you are removing the CheckActive listener if isActive and then the CheckActive is not called never again… that’s why the “else” is never called

    • joe 4:13 PM on 8 May 2009 Permalink | Reply

      ok I changed it to a timer. still nothing.

      started = false;
      startTimer = new Timer(100,0);
      startTimer.addEventListener(TimerEvent.TIMER, CheckActive);
      startTimer.start();

      public function CheckActive(e:TimerEvent):void{
      if(super.isActive && started == false){
      //removeEventListener(Event.ENTER_FRAME, CheckActive);

      started = true;

      startTimer.stop();
      model.currentFrameNumber = 1
      model.play();

      }

      }

    • pablobandin 4:31 PM on 8 May 2009 Permalink | Reply

      same thing you are setting started to true and never again to false…

      try this:

      started = false;
      startTimer = new Timer(100,0);
      startTimer.addEventListener(TimerEvent.TIMER, CheckActive);
      startTimer.start();

      public function CheckActive(e:TimerEvent):void{

      if(super.isActive ){

      if(!started)
      {
      started = true;
      model.currentFrameNumber = 1
      model.play();
      }

      } else {

      started = false;
      model.inReverse = true;
      }

      }

    • joe 4:41 PM on 8 May 2009 Permalink | Reply

      That is the same as my code expect you broke it out. Yeah still not doing anything. I’m pretty sure the class only works if your extending Basic view (which I’m not doing). Its still a good class… just not working. I guess I’ll have to look what else is out there. Thanks for all your help.

      • pablobandin 5:01 PM on 8 May 2009 Permalink | Reply

        “That is the same as my code expect you broke it out” LOL are you sure? do you understand the code? did you test it? LOL dude… talking about n00bs…

    • pablobandin 4:58 PM on 8 May 2009 Permalink | Reply

      “only works if you extend BasicView” ? lol ? are you a graphic designer or something? i was trying to help but i see now that you have no idea of programming. My bad…

      i suggest you to learn pogramming or get a programmer, because you obviously cant understand anything…

      And by the way, try be more polite with people. Last time i answer you.

      • joe 5:09 PM on 8 May 2009 Permalink | Reply

        I didn’t think I was being rude. My apologizes. Sorry to took everything the wrong way. No reason for the personal attack. That was not polite. Actually I been work with flash since version 3. Been doing it for sometime. Yes I am a designer but does make me not understand your code. Maybe since I’m doing this all in flex make me less of designer in your eyes. Again thanks for the help and the insults. Hey I take no offense to it. I was just looking for a little help.

    • joe 5:19 PM on 8 May 2009 Permalink | Reply

      by the way I’m not extending Basic view because I’m already extending the FLARtool class. Would this have something to do with it?

    • Animatist 1:12 PM on 19 May 2009 Permalink | Reply

      Hi~ If I have a character with animation, I want to move his head follow mouse cursor, then I may use getchildbyname in code, does daemc2 support getchildbyname, coz I am a newbie please forgive me if my question is too newbie,thanks.

      • pablobandin 4:05 PM on 19 May 2009 Permalink | Reply

        yea, DAEMC is just an extension of DAE, so DAEMC = DAE.

        • Diego 3:41 PM on 3 June 2009 Permalink

          Hola Pablo, Increible tu laburo che! I’ll write in eng. so everyone can understand ūüôā
          I’m trying to use DAEMC with FLARtoolkit, but it’s giving me error 1144 on DAEMC2.as (“Interface method play in namespace org.papervision3d.core.animation:|Animatable is implemented with an incompatible signature in class org.papervision3d.objects.special:DAEMC2”).
          writing 4 ex: “modelo = new DAEMC2(true, null, 0);” already gives me this issue.
          Any tip will be GREAT.
          Abrazo
          Diego

        • pablobandin 6:26 PM on 3 June 2009 Permalink

          modelo = new DAEMC2(true, null, 0) eso te da problemas?

          Que version del Papervision3d estas usando?
          Fijate que la signature de play sea “public function play(clip:String=null):void” en toda la herencia hacia arriba. Calculo que tendr√°s un Papervision viejo…

        • Diego 7:14 AM on 4 June 2009 Permalink

          Gracias por responder tan r√°pido che!
          Estoy usando la √ļltima v. de PV3D que hay en el SVN.
          Mirá, éste es mi public (la clase extiende PV3DARApp de FLARToolkit):
          public function GauchoCaminante()
          {
          this.addEventListener(Event.INIT, this._onInit);
          this.init(CAMERA_FILE, PATTERN_FILE)

          // GAUCHITO / DAE
          var mat:BitmapFileMaterial = new BitmapFileMaterial(“assets/scout_flat.jpg”);
          var mp:MaterialsList = new MaterialsList();
          mp.addMaterial(mat, “scout_red”);
          gauchito = new DAEMC2(true, null, 0);
          gauchito.load(“assets/scout.dae”,mp);
          gauchito.rotationX = 0;
          gauchito.rotationY = 180;
          gauchito.scale = 0.2;
          gauchito.z = 0;

          this._baseNode.addChild(gauchito);
          // END COLLADA
          }

          Me tira “Incompatible override” de DAEMC2.as
          Alguna idea?
          Desde ya, muchas gracias por tu atenci√≥n ūüôā

        • pablobandin 4:09 PM on 4 June 2009 Permalink

          reci√©n me entero que cambiaron el sistema de animaci√≥n en papervision. Us√° la revision 910 temporalmente si es urgente. Voy a tener que ver como funciona ahora el nuevo sistema y posteo una resoluci√≥n a ver si DAEMC sigue siendo util. A mi me habian dicho hace tiempo que iban a meter DAEMC dentro de papervision… a ver si lo hicieron o me mintieron y se mandaron otra.

        • Diego 4:16 PM on 4 June 2009 Permalink

          Por mi no te preocupes Pablo ūüôā
          Cualquier cosa que sepas, poste√°la que estoy revisando tu blog diariamente.
          Espero buenas nuevas
          saludos

      • Animatist 9:46 PM on 19 May 2009 Permalink | Reply

        Thanks for reply, but I am a newbie and meet errors when try to make a character head follow crusor move, but body keep still, can you give me hint to make this? Thank you very much in advance~

        • Animatist 11:00 PM on 20 May 2009 Permalink

          Thanks and I have solved, just miss ‘true’ behind the child name, and I have learnt that I should study every command format before yelling help ; )

    • cyprus 8:10 AM on 12 August 2009 Permalink | Reply

      Hi, just found this and it seems to be a great class.
      but I¬īve some questions.
      The idea is to take an dae animation and stop it by 6 Framelabels. The mc should play forward an backward to an asked Framelabel depending on which button was pressed.
      Tweenmax can handle this but is it possible to set framelabels with daemc?

      • pablobandin 9:37 AM on 12 August 2009 Permalink | Reply

        i have discontinued this class, and no, it dosent have that, you’r gonna have to implement it by hand. But what you need is very simple> To get the frame label pass to this function the current frame and fill the $frameLabels array with the labels of your object… you should make that local var a parameter of the funtion that will be more flexible, i this this just to show the idea.

        function getFrameLabel($frame:Number):String {

        var $frameLabels:Object = { '1':'frame 1', '2':'frame 2 to 5', '5':'','6':'frame 6'}
        var $currentLabel:String = '';
        var $currentLabelFrame:Number = 0;

        for (var $label:* in $frameLabels) {

        if($frame>=Number($label) && Number($label)>$currentLabelFrame){

        $currentLabelFrame = Number($label);
        $currentLabel = $frameLabels[$label];
        }
        }
        return $currentLabel;

        }

  • Pablo 1:01 AM on 29 April 2009 Permalink | Reply
    Tags: , controlling, , DAEMC - Papervision3D, , Papervision3D,   

    Controlling DAE animations in Papervision3d 

    Controlling DAE animations in Papervision3d

    -Works with papervision rev 910 and below (idk how much below xD)-

    I just uploaded a new version of DAEMC to the trunk. This time i had to modify more files to be able to implement a feature that i think is very nice to have. And that is: controlling the animation speed smoothly. This is usefull to make matrix like effects or just for smoothing animations.

    DEMO (421Kb no loader)

    Vodpod videos no longer available.

     

    Project Home

    http://code.google.com/p/daeanim/
     

    Video tutorial HD

    http://www.youtube.com/watch?v=80U3bsQkLag&feature=PlayList&p=DC06F53A3AA56289&index=0&playnext=1

     

    How it works now?

    Imagine the DAE timeline as a simple flash timeline, like this:

    time1

    with DAEMC v.1 you could change the FPS of the animation and what that did was jumping frames skipping some of them resulting in a jumping animation. Now with DAEMC2 the timeline is like this one:

    tim2

    and it behaves similar to a motion tween timeline in flash CS4, where you can stretch the animation making it smoother, like this:

    tim3

    now new frames are created between the original keyframes by interpolating them (simple linear interpolation) getting a nice and smooth animation. This is made by editing a new poperty called¬†Xframes (read-write), for example, in the image above the Xframe whould be 3, because you had 3 frames in between each frame, so as in a motion tween timeline, you can stretch the frames all you want, but not compressing them. In the DAEMC v.1 you could change the FPS to a lower rate but i decided not to implement that because i thought that doing that was always going to result in a jumpy animation… but you can still do it if you want by using a Tween engine in the curentFrameNumber property (in theory, not tested…).

    This is the biggest change in the DAEMC class, but i had to edit some core files in papervision3d to get this done: 

    • org.papervision3d.core.animation.channel.AbstractChannel3D: ¬†added a new method¬†updateSmoothlyToTime()
    • org.papervision3d.core.animation.channel.MatrixChannel3D: override the AbstrachtChannel3D¬†updateSmoothlyToTime
    • org.papervision3d.objects.DisplayObject3D: this is the key element, added¬†gotoTransform(), this method make the interpolation.
    • a brand new¬†org.papervision3d.objects.special .DAEMC2

     

    From DAEMC to DAEMC2:

    • added> get/set¬†Xframes():uint ¬†> ¬†add new frames between original frames. 0 is the original frames of the animation.
    • deleted> get/set ¬†fps(newFPS:uint):void ¬†//now this is controlled by Xframes¬†
    • unchanged>¬†get totalFrames():uint
    • unchanged>¬†get currentFrame():uint¬†
    • added>¬†currentFrameNumber(frame:Number):void > curentFrameNumber is the curent frame + de decimal value is the distance between that frame and the next one… example: ¬†1.5 will be frame 1 in the middle between frame 1 and 2.
    • unchanged> get isPlaying():Boolean
    • deleted>¬†setFrameLabel(frame:uint, name:String = null):void¬†
    • deleted>¬†gotoAndPlay(frame:Object):void¬†
    • deleted>¬†gotoAndStop(frame:Object):void¬†
    • unchanged>¬†addFrameScript(frame:uint, callback:Function = null):void
    • added> get/set inReverse():Boolean > Set this to true if you want the animation to play backwards

     

    Probably F.A.Qs

    • How do i do a gotoAndPlay o gotoAndStop now?¬†–you can do that by setting the fame you want .curentFrameNumber = X and then calling a .stop() or play()
    • Why you deleted addFrameLabel? -I make myself the same question… i’ll probably add it… depends on the feedback.
    • How to i change the speed of an animation at runtime? -you can set or call the Xframe property of the DAEMC2 instance.
    • Why addFrameScript take an uint but curentFrameNumber is a Number? -you can only set actions on the oiginal frames of the animation. ¬†I could add the posibility later… dpending on the feedback is people will use it.
    • What if i want to make an animation faster? -well, i made the currentFrame get/set so you can make experiment with tween engnes… you could tween that property to mkae it go faster…
    • How would I get a model to play in reverse?¬†¬†doing ¬†model_instance.inReverse = true; take in count that any frame script will be called…
     
    • joe 4:05 PM on 6 May 2009 Permalink | Reply

      I would I get a model to play in reverse? Great class!

      • pablobandin 7:38 PM on 6 May 2009 Permalink | Reply

        you could change the currentFrameNumber with some tween engine like TweenMax to do just that… i’m gonna see if i add that like a new feature… sounds cool

        • MosAlex 12:33 PM on 9 February 2010 Permalink

          Hi Pablo. I want to ask you a personal question. You are paid to help? If so then I need you with personal correspondence.

        • pablobandin 8:43 AM on 17 February 2010 Permalink

          for the moment i’m very busy with a lot of work.

      • pablobandin 8:36 PM on 6 May 2009 Permalink | Reply

        done ūüėČ

    • Louis 4:10 PM on 6 May 2009 Permalink | Reply

      Can animate and export dae in Maya 2009?

      • pablobandin 7:40 PM on 6 May 2009 Permalink | Reply

        i only use 3d max, but DAE is just a file forma, you should search for DAE exporters for maya

    • joe 4:38 PM on 6 May 2009 Permalink | Reply

      none of this works. thanks. wasted 2 hours of my life.

      • pablobandin 7:40 PM on 6 May 2009 Permalink | Reply

        i put a tutorial, a video, a sample file… what else do you need ? o.0

    • Louis 1:31 PM on 8 May 2009 Permalink | Reply

      hi pablobandin,

      Thanks for your great job, I’m success export the animation to dae from maya and load in to daemc2 object. but no idea why it not work for add “addFrameScript” to daemc2 object. @@??

      The animation is very simple, just has 3 keyframes, frame 1 and frame 48 normal size , frame 27 is largest size.

      Here is my code:

      package
      {
      import org.papervision3d.events.FileLoadEvent;
      import org.papervision3d.materials.BitmapFileMaterial;
      import org.papervision3d.materials.utils.MaterialsList;
      import org.papervision3d.objects.special.DAEMC2;
      import org.papervision3d.view.BasicView;

      public class daemc_main extends BasicView
      {
      var model:DAEMC2;
      public function daemc_main()
      {
      model = new DAEMC2(true, null, 20);
      var material:BitmapFileMaterial = new BitmapFileMaterial(“http://www.shukylouis.com/blog/research/daemc2/checker.jpg”, true);
      material.doubleSided = true;
      //model.load(“checkball.dae”, new MaterialsList ( { lambert2:material } ));
      //model.load(“checkbox.dae”, new MaterialsList ( { lambert2:material } ));
      model.load(“http://www.shukylouis.com/blog/research/daemc2/checkring.dae”, new MaterialsList ( { lambert2:material } ));
      model.scale = 50;
      model.addEventListener(FileLoadEvent.ANIMATIONS_COMPLETE, addit2Stage);
      startRendering();
      }
      private function addit2Stage(e:FileLoadEvent):void
      {
      scene.addChild(model);
      model.addFrameScript(48, doloop);
      model.currentFrameNumber = 1;
      model.play();
      }
      private function doloop():void
      {
      trace(“hi”);
      model.currentFrameNumber = 1;
      model.play();
      }
      }
      }

      • Louis 2:00 PM on 8 May 2009 Permalink | Reply

      • pablobandin 2:58 PM on 8 May 2009 Permalink | Reply

        remember you can only use addFrameScript in REAL frames, not intepolated frames. If your models has 3 frames you can only put an action in frame 1, 2 or 3.

        • Louis 11:49 PM on 8 May 2009 Permalink

          I was try again it work now, but I need add to frame 4 to loop the animation. not in frame 3.

          Thanks for your reply, it’s really helpful ! ūüôā

    • Burton 9:39 PM on 12 May 2009 Permalink | Reply

      Thanks for putting this stuff together. When yours works, do you always get a consistent number of channels? I am running my app and get a different number of channels with the same code and dae. It clips off parts of the animations. I’m sort of stuck until I can figure out what is causing this. It would seem something in the code is having trouble reading my dae; and doing it differently every time.

      Thanks for any help

      • Burton 9:54 PM on 12 May 2009 Permalink | Reply

        To elaborate I am always tracing 13 animations, but there isn’t a 1:1 correspondence between that number and channels like there is on your model. Your model produces the same number every time, so I need to figure out what is wrong with my export process (Maya 8.5). Quite frustrating. Thanks.

      • pablobandin 9:53 AM on 13 May 2009 Permalink | Reply

        try using the “sample animation” option of the DAE exporter from Maya (if you have it, idk about maya) and bake matrices.

        By the way, you can download my code from the gogle code page.
        I dont know what it is, i just did some expeiments deleting keyfames and messing up my model animation but it keeps running fine. I think it has something to do with the DAE exporte you are using or with the settings of the exporter. Not all the exporters work fine, i tried 3 and only 1 of them works.

    • matan 4:19 AM on 4 June 2009 Permalink | Reply

      hi pablo – i did an update from your SVN and also PAPERVISION3D SVN and then when i complied my project that worked fine until yesterday i go the following errors:
      “DAEMC2.as(101): col: 7 Error: Access of undefined property _isPlaying.
      DAEMC2.as(101): col: 21 Error: Access of undefined property _channels.
      DAEMC2.as(112): col: 28 Error: Access of undefined property _totalFrames.”

      do you have any idea why this happens?

      • pablobandin 4:05 PM on 4 June 2009 Permalink | Reply

        it seems that papervision has changed their class structure. I updated to the latest build and is not working anymore… use the papervision rev 910 for the moment. They changed the animation system to a new one… i gonna see what they did and i will post a resolution.

      • pablobandin 4:10 PM on 4 June 2009 Permalink | Reply

        usa la revision 910. De esa en adelante cambiaron el sistema interno de papevision.

      • andankz 1:06 AM on 19 July 2009 Permalink | Reply

        I try my dae model with have two material. When I run test it show with no error but the model can’t display in flash player 9. I follow your tutorial in your youtube video…
        Can U solve my problem..???
        Thankz b4…

        • pablobandin 7:24 AM on 30 October 2009 Permalink

          people pay me for solving problems.

    • Javier Pati√Īo 3:46 AM on 27 June 2009 Permalink | Reply

      Hola Pablo gracias buen codigo.
      estoy tratandod e pasar de DAEMC al 2 pero realmente no me funciona y no veo por ningun lado la revision 910 del PV3D, bueno..resulta que no me funciona el control de la animacion, estoy usando la misma animacion con que trabajaba con la version DAEMC1 y busco los keyframes para ponerlos en la nueva estructura pero aun sale la animacion pero hace el bucle normal pero no responde al
      model.addFrameScript(100, doloop);
      model.currentFrameNumber = 90;
      model.play();
      ok. resulta que estoy trabajando en Flartoolkit y no acepta el model.addEventListener(FileLoadEvent.ANIMATIONS_COMPLETE, addit2Stage); da un error en este codigo y pues no reconoce
      private function addit2Stage(e:FileLoadEvent):void
      {
      scene.addChild(model);
      model.addFrameScript(48, doloop);
      model.currentFrameNumber = 1;
      model.play();
      }
      y bota un error grandisimo entonces yo elimine el private function y lo deje bajo la carga del archivo asi…

      model = new DAEMC2(true, null, 0);
      model.load( “plataforma/plataforma_buyigo.DAE”);
      dispObj.addChild(model);
      model.scale = 1.2;
      model.z = 1;
      model.rotationX = 180;
      model.rotationY = 90;
      model.rotationZ = 90;

      model.addFrameScript(100, doloop);
      model.currentFrameNumber = 90;
      model.play();

      y no da error en el doloop
      pero no sirve la animacion sigue haciendo el bucle normal.
      que puedo estar haciendo mal…?
      Gracias por tu ayuda..

      • pablobandin 7:25 AM on 30 October 2009 Permalink | Reply

        la revision 910 la obtenes con un manejador de SVN como tortoisesvn.tigris.org le pones, update to revision y seleccionas la revision.

    • SDaniel 1:01 AM on 19 January 2010 Permalink | Reply

      Hi Pablo!
      In your tutorial I see that you are loading the texture in the code and there is not (I supposse) include in the DAE file. I know that this is possible in the Papervision class (DAE) too, the question is: can your class load the material directly from the DAE file? Excuse me if my question is a little silly. I am in an old laptop now and I can’t try do this right now, but I need your class for a future project to rewind the DAE animation. Thank you ūüôā

      • pablobandin 8:24 AM on 28 January 2010 Permalink | Reply

        my class only deals with animation control.

    • Alex 12:56 PM on 28 January 2010 Permalink | Reply

      Hi Pablo! Sorry for my bad English! I saw your lesson “Controlling DAE animations in Papervision3d” on youtube and has remained under good impression! I myself wanted to make a similar, but I ran into difficulties! I downloaded the FLEX SDK, installed FlashDevelop, configure the program according to instructions from the site http://abrahamyan.com/2008/11/30/how-to-setup-papervision3d-in-flashdevelop/ and implemented lesson written on this site, at me to work. But when I opened your lesson to download using the link http://code.google.com/p/daeanim/ DAEMC2_trunk_rev31.zip and opened it in FlashDevelop, the program failed to compile with an error “… \ DAEMC2_trunk_rev31 \ DAEMC_v2 \ src \ Main.as (24): col: 28 Error: The definition of base class BasicView was not found.
      …. \ DAEMC2_trunk_rev31 \ DAEMC_v2 \ src \ Main.as (63): col: 31 Error: Method marked override must override another method. “I just opened the project and nothing in it did not change. Pablo tell what my mistake? I really want to learn and understand how to do this animation! I tried to make the lesson from youtube but I still did not work. I have done everything in your movie. I just made the object and texture in Cinema4d then I did the usual animation moving object and exported in COLLADA, as in your film, but I FlashDevelop gave an error “col: 28 Error: The definition of base class BasicView was not found.” Dear Pablo, I’ll be very grateful for your help if you explain what I am doing wrong! Maybe I made a wrong settings FlashDevelop? Advance I thank you, dear Pablo, look I will wait for a response and assistance. Once again sorry for my English!

      • pablobandin 1:02 PM on 28 January 2010 Permalink | Reply

        This code is old, you have to use the revision 910 of papervision3d! you can get this revision using the SVN. And clicking update to revision.

        • Alex 1:10 PM on 28 January 2010 Permalink

          Dear Pablo! Thank you so quickly responded, but I do not quite understand what code the old! Folder with PV3D I updated with TortoiseSVN option to update

        • Alex 1:32 PM on 28 January 2010 Permalink

          Dear Pablo! Very beg you please give detailed FlashDevelop settings step by step instructions for installing papervision3d for FlashDevelop and a shortcut to the source. I really want to learn this. I am sure that you are a very good person and you will help me deal with it.

        • Alex 2:04 PM on 28 January 2010 Permalink

          Dear Pablo! I beg you to help deal with the problem! It is very interesting! I look forward to your reply. I would be very grateful.

        • pablobandin 2:22 PM on 28 January 2010 Permalink

          You have to update but to the revision 910.
          Update to revision

        • Alex 2:25 PM on 28 January 2010 Permalink

          Thanks Pablo! That is what I did. You put the menu 910 and he began to date. But whatever works, and does not work! I think I have incorrect configuration settings for FlashDevelop, I need instructions on how to configure it to work properly. Even your source does not work.

    • Alex 2:29 PM on 28 January 2010 Permalink | Reply

      RE: Thanks Pablo! That is what I did. You put the menu 910 and he began to date. But whatever works, and does not work! I think I have incorrect configuration settings for FlashDevelop, I need instructions on how to configure it to work properly. Even your source does not work.

    • Alex 2:38 PM on 28 January 2010 Permalink | Reply

      RE:RE: Thanks Pablo! That is what I did. You put the menu 910 and he began to date. But whatever works, and does not work! I think I have incorrect configuration settings for FlashDevelop, I need instructions on how to configure it to work properly. Even your source does not work.

    • Trent Sterling 6:20 PM on 21 February 2010 Permalink | Reply

      Hey there! I was wondering if this interpolates between animations? Lets say my character is in a sitting position, and I call a a running animation right afterwards… Will this cause a jumpy animation, or will he smoothly start running?

      • pablobandin 6:25 PM on 21 February 2010 Permalink | Reply

        this interpolates so you will have a smooth animation, but it will look weird because it is a linear interpolation. Try it out.

    • leo 7:24 PM on 23 February 2010 Permalink | Reply

      hi i try te code and funcion great but when a try to run in a web page said me abuot sanbox security and i use network = flase and stil ocurring and the thing is only when a use this daemcs2 i won know wou u build t proyect for internet

    • rex 10:05 PM on 16 March 2010 Permalink | Reply

      hey pablo, may i know what dae converter u use for 3ds max?
      i tried your plugin with ur example .dae, it is working, but when i create one animation myself with 3ds max, it is not working and present this error.
      [ERROR] DaeDocument#readNextAnimation : TypeError: Error #1010: A term is undefined and has no properties.

      Any idea how to fix this?

    • zulfikaraja 3:30 AM on 9 August 2010 Permalink | Reply

      halo pablobandin I’ve tried the tutorial that you give, and when I run the application is running well, but when I combine daemc with assurf , I see a problem, when I load the dae file, load it upside down. to report the following information from the bugging file

      for that I ask for enlightenment for solving these problems

      INFO: Animations # 11 of 33
      INFO: Animations # 10 of 33
      INFO: Animations # 9 of 33
      INFO: Animations # 8 of 33
      INFO: Animations # 6 of 33
      INFO: Animations # 5 of 33
      INFO: Animations # 4 of 33
      INFO: Animations # 3 of 33
      INFO: Animations # 1 of 33

      thanks

      • pablobandin 8:08 AM on 9 August 2010 Permalink | Reply

        well, i’m not working with papervision for a while now, but that seems to be a problem with the DAE parser, you could find the lines of code that deal with the parsing of the animations and invert the loop ūüėõ that’s the easy way… the other whould be to track by ASSURF is doing that.

    • Almog 4:27 PM on 19 September 2010 Permalink | Reply

      I’m getting an error, Description Resource Path Location Type
      1046: Type was not found or was not a compile-time constant: AnimationKeyFrame3D.

    • Chix 5:21 AM on 18 October 2010 Permalink | Reply

      Hi Pablo!
      Awesome Class! This is exactly what i’m looking! thank you so much ūüôā

    • Fathah Noor 2:09 AM on 20 September 2011 Permalink | Reply

      I am also experienced the same problem with Almog, whether this is because I am using Papervision3D version 2.1.932? I really hope DAEMC2 will be updated so that it can be used with the latest version of Papervision3D. Thank you very very much… ūüôā

    • 3d 9:56 AM on 11 March 2012 Permalink | Reply

      Papervision3d is the best 3d solution for web flash animation.

    • Vicken 5:54 AM on 10 August 2012 Permalink | Reply

      Guys I Need Help Please!!!!!
      i exported my model on 3ds max 2012 using autodesk colada,
      but nothing showed me in papervision3d.
      so then i exported using opencollada plugin and this time it showed the model but no animation.(and yes i selected the export animation box).
      so i try the same with Pablo’s Model “demoman”
      and it worked both the model and animtaion….
      so why is not my model showing the animation?
      thank You
      please reply help!

      • Pablo Bandin 11:19 AM on 10 August 2012 Permalink | Reply

        Did you saw the video tutorial, there i show how to export the model from 3d max.

        • Vicken 11:30 AM on 10 August 2012 Permalink

          yes and it did not work…i mean my animation is simple i just animated the position i have no bones or skins…

      • fathahnoor 10:19 PM on 10 August 2012 Permalink | Reply

        for the collada exporter, have you tried using ColladaMax 3.05c?
        but unfortunately the highest version it supports is 3dsMax 2009.

        • Vicken 6:23 AM on 13 August 2012 Permalink

          I am using collada 3.04c, as a try out i imported Pablo’s animation in max and re-exported it like he showd u in the tutorial,and on paper vision everything was perfect from the animation to the model…after that i animated a box and exported it the same way….the box showed in papervision but the animation didnt…i tried other objects but no result…so what’s my solution guys?
          pleas help
          thank you!

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