[GreatWhite] DAE and MD2 now implement basic animation

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Tim Knip-2

[GreatWhite] DAE and MD2 now implement basic animation

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Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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Trevor Burton

Re: [GreatWhite] DAE and MD2 now implement basic animation

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tim, that's awesome - and not a moment too soon!
 
thanks for putting in the work on this.
 
T

On Thu, May 22, 2008 at 6:23 PM, Tim Knip <[hidden email]> wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
    => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
   if ( event.target is DAE )
   {
       var dae : DAE = event.target as DAE;
       dae.play();
   }
   else if ( event.target is MD2 )
   {
        var md2 : MD2 is event.target as MD2;

        md2.play();
        // or :
        // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
   }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
  // not used
}

Have fun!
Tim

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Carl Gloria

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
Whoo-Hoo!

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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Brad Roodt

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
That's just the best news ever. Fantastic!! Thanks Tim.



Tim Knip wrote:

> Hi all,
>
> Just added simple animation for DAE and MD2.
> Both now implement the IAnimatable interface, which has 2 methods:
> 1] IAnimatable.play( clip : String = null )  : void; => Starts the
> animation (@param clip is mostly used by MD2: md2.play( "run" ),
> md2.play( "wave" ), etc.
> 2] IAnimatable.stop() : void;  => stops the animation
>
> Changes:
> 1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
> true the animation will start automatically.
> 2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
> dispatched (was Event.COMPLETE)
>      => NOTE: animation-data still needs to get parsed at this point,
> see below...
> 3] When all animation-data is parsed from the file then
> FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.
>
> Usage:
> var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
> dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
> dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
> dae.load( "myfile.dae" );
> scene.addChild( dae );
>
> private function onAnimationsComplete( event:FileLoadEvent ) : void
> {
>     if ( event.target is DAE )
>     {
>         var dae : DAE = event.target as DAE;
>         dae.play();
>     }
>     else if ( event.target is MD2 )
>     {
>          var md2 : MD2 is event.target as MD2;
>
>          md2.play();
>          // or :
>          // md2.play( "wave" );  // 'wave' is one of the clips defined
> in the md2.
>     }
> }
>
> private function onLoadComplete( event:FileLoadEvent ) : void
> {
>    // not used
> }
>
> Have fun!
> Tim
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>
>  

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Seb Lee-Delisle-2

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
Nice work Tim!!!

On Thu, May 22, 2008 at 6:23 PM, Tim Knip <[hidden email]> wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
    => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
   if ( event.target is DAE )
   {
       var dae : DAE = event.target as DAE;
       dae.play();
   }
   else if ( event.target is MD2 )
   {
        var md2 : MD2 is event.target as MD2;

        md2.play();
        // or :
        // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
   }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
  // not used
}

Have fun!
Tim

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Grégory Lardon

Re: [GreatWhite] DAE and MD2 now implement basic animation

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Thank you Tim !

2008/5/22 Seb Lee-Delisle <[hidden email]>:
Nice work Tim!!!

On Thu, May 22, 2008 at 6:23 PM, Tim Knip <[hidden email]> wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
    => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
   if ( event.target is DAE )
   {
       var dae : DAE = event.target as DAE;
       dae.play();
   }
   else if ( event.target is MD2 )
   {
        var md2 : MD2 is event.target as MD2;

        md2.play();
        // or :
        // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
   }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
  // not used
}

Have fun!
Tim

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=========================
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Concepteur multimédia freelance
[hidden email]
http://www.rkn14.com/blog/
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Tyler Egeto

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
Hey Tim, this is great!

We are experimenting with it in the office and have noticed what appears to be a bug some where, but only occasionally. It looks like this:

START READING #13 ANIMATIONS...
...
animations #13 of 13
Error: (3)(3)
        at org.papervision3d.objects.parsers::DAE/buildAnimationChannel()

Its being triggered in the arrayMember switch statement (line 363) when it doesn't match one of the cases. We are not sure of the cause, because sometimes it loads and plays just fine. It might be something in our 3ds file perhaps,

anyways I just wanted to pass that on to you.

Thanks for the greta stuff!

-Tyler

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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Joshua Mostafa

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
Badman!
This is very exciting news ...

2008/5/23 Tim Knip <[hidden email]>:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
    => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
   if ( event.target is DAE )
   {
       var dae : DAE = event.target as DAE;
       dae.play();
   }
   else if ( event.target is MD2 )
   {
        var md2 : MD2 is event.target as MD2;

        md2.play();
        // or :
        // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
   }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
  // not used
}

Have fun!
Tim

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theorianx

Re: [GreatWhite] DAE and MD2 now implement basic animation

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I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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Milan Orszagh

Re: [GreatWhite] DAE and MD2 now implement basic animation

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I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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Milan Orszagh

Re: [GreatWhite] DAE and MD2 now implement basic animation

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Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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makc

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
On 5/22/08, Tim Knip <[hidden email]> wrote:
>         // md2.play( "wave" );  // 'wave' is one of the clips defined
> in the md2.

how do you define named clip (a number of frames >1, I suppose) in
md2? I thought there were only frame names.

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theorianx

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Milan Orszagh
Milan-

I did learn some more, it seems that Tim is using FCollada plugin for 3DSMax "ColladaMax" http://www.feelingsoftware.com/content/view/65/79/lang,en/

I was able to reporoduce a DAE that had the right XML tags and in turn had the right animations. I wasn't too happy about this since I'd prefer using my mac instead of windows as it puts a damper on my pipeline.

I found that for mesh deformations that MD2 works better with the latest development build of papervision. other than that if you want to use collada I don't see why animating without mesh deformations wouldn't work.

Good luck! Let me know if you have any good outcomes. thnx!

Arin

Milan Orszagh wrote:
Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

_______________________________________________
Papervision3D mailing list
Papervision3D@osflash.org
http://osflash.org/mailman/listinfo/papervision3d_osflash.org
Milan Orszagh

Re: [GreatWhite] DAE and MD2 now implement basic animation

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Thanks for everything, actually I got all my stuff at the office so I 'll look into it at monday.

I actually would use Milkshape -> MD2 but for some reason the animations done in Maya don't get imported to Milkshape. I'll look more into this and maybe try export MD2 from Maya directly.

-mo
theorianx wrote:
Milan-

I did learn some more, it seems that Tim is using FCollada plugin for 3DSMax "ColladaMax" http://www.feelingsoftware.com/content/view/65/79/lang,en/

I was able to reporoduce a DAE that had the right XML tags and in turn had the right animations. I wasn't too happy about this since I'd prefer using my mac instead of windows as it puts a damper on my pipeline.

I found that for mesh deformations that MD2 works better with the latest development build of papervision. other than that if you want to use collada I don't see why animating without mesh deformations wouldn't work.

Good luck! Let me know if you have any good outcomes. thnx!

Arin

Milan Orszagh wrote:
Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

_______________________________________________
Papervision3D mailing list
Papervision3D@osflash.org
http://osflash.org/mailman/listinfo/papervision3d_osflash.org
Milan Orszagh

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by theorianx
Hi everyone,

I found out the problem.

If you wanna export animations from Maya to DAE you have to check "Bake transforms" option at Maya export (to DAE). This option 'll make all frames to keyframes, this way the animations 'll be running in PV3D but the DAE 'll be also bigger.

Hope this helps all ppl having problem with this.

regards,
-mo
theorianx wrote:
Milan-

I did learn some more, it seems that Tim is using FCollada plugin for 3DSMax "ColladaMax" http://www.feelingsoftware.com/content/view/65/79/lang,en/

I was able to reporoduce a DAE that had the right XML tags and in turn had the right animations. I wasn't too happy about this since I'd prefer using my mac instead of windows as it puts a damper on my pipeline.

I found that for mesh deformations that MD2 works better with the latest development build of papervision. other than that if you want to use collada I don't see why animating without mesh deformations wouldn't work.

Good luck! Let me know if you have any good outcomes. thnx!

Arin

Milan Orszagh wrote:
Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

_______________________________________________
Papervision3D mailing list
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easterner

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Tim Knip-2
Hi Tim,

great Stuff though, but when I am try to play the animation, it only jumps to the end point of it.
I made a nimation in 3dsmax, exportet a collada DAE and included it like you did.
I am not a coder at all, what could i have done wrong?
And sorry for my english..

Sebastian, Germany

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation
easterner

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by Milan Orszagh
Well,
I just tried your insel2.dae and it looks like, the animation is also just jumping to the time keys set up in 3dsMax.. Is there any other approach to get it right as that you transform the whole animation into keys?

Milan Orszagh wrote:
Thanks for everything, actually I got all my stuff at the office so I 'll look into it at monday.

I actually would use Milkshape -> MD2 but for some reason the animations done in Maya don't get imported to Milkshape. I'll look more into this and maybe try export MD2 from Maya directly.

-mo
theorianx wrote:
Milan-

I did learn some more, it seems that Tim is using FCollada plugin for 3DSMax "ColladaMax" http://www.feelingsoftware.com/content/view/65/79/lang,en/

I was able to reporoduce a DAE that had the right XML tags and in turn had the right animations. I wasn't too happy about this since I'd prefer using my mac instead of windows as it puts a damper on my pipeline.

I found that for mesh deformations that MD2 works better with the latest development build of papervision. other than that if you want to use collada I don't see why animating without mesh deformations wouldn't work.

Good luck! Let me know if you have any good outcomes. thnx!

Arin

Milan Orszagh wrote:
Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

_______________________________________________
Papervision3D mailing list
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Tim Knip-2

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by easterner
Hi Sebastian,

I need your collada-file to see what's wrong.

Thanks,
Tim

2008/7/30 easterner <[hidden email]>:

>
> Hi Tim,
>
> great Stuff though, but when I am try to play the animation, it only jumps
> to the end point of it.
> I made a nimation in 3dsmax, exportet a collada DAE and included it like you
> did.
> I am not a coder at all, what could i have done wrong?
> And sorry for my english..
>
> Sebastian, Germany
>
>
> Tim Knip-2 wrote:
>>
>> Hi all,
>>
>> Just added simple animation for DAE and MD2.
>> Both now implement the IAnimatable interface, which has 2 methods:
>> 1] IAnimatable.play( clip : String = null )  : void; => Starts the
>> animation (@param clip is mostly used by MD2: md2.play( "run" ),
>> md2.play( "wave" ), etc.
>> 2] IAnimatable.stop() : void;  => stops the animation
>>
>>
>
> --
> View this message in context: http://www.nabble.com/-GreatWhite--DAE-and-MD2-now-implement-basic-animation-tp17409443p18740504.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

_______________________________________________
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easterner

Re: [GreatWhite] DAE and MD2 now implement basic animation

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Hi Tim, thanx for your quick reply...
I guess its what the others already discovered - it only jumps to the keyframes set in 3dsmax.

I found right now this page, maybe its good use for everybody here :)

http://sleepydesign.blogspot.com/2008/02/papervision3d-greatwhite-dae-animation.html

Thanx and best,
Sebastian

Tim Knip-2 wrote:
Hi Sebastian,

I need your collada-file to see what's wrong.

Thanks,
Tim

2008/7/30 easterner <info@easterner.de>:
>
> Hi Tim,
>
> great Stuff though, but when I am try to play the animation, it only jumps
> to the end point of it.
> I made a nimation in 3dsmax, exportet a collada DAE and included it like you
> did.
> I am not a coder at all, what could i have done wrong?
> And sorry for my english..
>
> Sebastian, Germany
>
>
> Tim Knip-2 wrote:
>>
>> Hi all,
>>
>> Just added simple animation for DAE and MD2.
>> Both now implement the IAnimatable interface, which has 2 methods:
>> 1] IAnimatable.play( clip : String = null )  : void; => Starts the
>> animation (@param clip is mostly used by MD2: md2.play( "run" ),
>> md2.play( "wave" ), etc.
>> 2] IAnimatable.stop() : void;  => stops the animation
>>
>>
>
> --
> View this message in context: http://www.nabble.com/-GreatWhite--DAE-and-MD2-now-implement-basic-animation-tp17409443p18740504.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
> _______________________________________________
> Papervision3D mailing list
> Papervision3D@osflash.org
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

_______________________________________________
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moveTest.DAE
Milan Orszagh

Re: [GreatWhite] DAE and MD2 now implement basic animation

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In reply to this post by easterner
Yes this is the old file. Like I posted before when exporting from Maya you need to check "Baked transforms" to get the animations working. Not sure about 3DSMax tho.

-mo

easterner wrote:
Well,
I just tried your insel2.dae and it looks like, the animation is also just jumping to the time keys set up in 3dsMax.. Is there any other approach to get it right as that you transform the whole animation into keys?

Milan Orszagh wrote:
Thanks for everything, actually I got all my stuff at the office so I 'll look into it at monday.

I actually would use Milkshape -> MD2 but for some reason the animations done in Maya don't get imported to Milkshape. I'll look more into this and maybe try export MD2 from Maya directly.

-mo
theorianx wrote:
Milan-

I did learn some more, it seems that Tim is using FCollada plugin for 3DSMax "ColladaMax" http://www.feelingsoftware.com/content/view/65/79/lang,en/

I was able to reporoduce a DAE that had the right XML tags and in turn had the right animations. I wasn't too happy about this since I'd prefer using my mac instead of windows as it puts a damper on my pipeline.

I found that for mesh deformations that MD2 works better with the latest development build of papervision. other than that if you want to use collada I don't see why animating without mesh deformations wouldn't work.

Good luck! Let me know if you have any good outcomes. thnx!

Arin

Milan Orszagh wrote:
Here is my file.
insel2.dae

-mo

Milan Orszagh wrote:
I'm having the same problem. Anyone can help?

Animation channel with target SID='translate' does not target a matrix! (type=translate)
Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)
animations COMPLETE (#channels: 0 #frames: 0, startTime: 0 endTime: 0)

Did the animations in Maya and exported to DAE.

-mo

theorianx wrote:
I have tried dae exports from blender and maya and seem to have problems here:

[trace] Animation channel with target SID='translate' does not target a matrix! (type=translate)
[trace] Animation channel with target SID='scale' does not target a matrix! (type=scale)
[trace] Could not find a transform with SID=visibility
[trace] Animation channel with target SID='rotateY' does not target a matrix! (type=rotate)


I have tried changing the collada file and even modifying your code in the DAE parser but I am still unable to get the animations to come through. at one point I got the parts that were supposed to animate to disappear =) but that's it.

What program are you using to make the bone based DAE files?

Tim Knip-2 wrote:
Hi all,

Just added simple animation for DAE and MD2.
Both now implement the IAnimatable interface, which has 2 methods:
1] IAnimatable.play( clip : String = null )  : void; => Starts the
animation (@param clip is mostly used by MD2: md2.play( "run" ),
md2.play( "wave" ), etc.
2] IAnimatable.stop() : void;  => stops the animation

Changes:
1] DAE and MD2 have a new @param 'autoPlay' in their constructors. If
true the animation will start automatically.
2] When file is completely parsed FileLoadEvent.LOAD_COMPLETE is
dispatched (was Event.COMPLETE)
     => NOTE: animation-data still needs to get parsed at this point,
see below...
3] When all animation-data is parsed from the file then
FileLoadEvent.ANIMATIONS_COMPLETE is dispatched.

Usage:
var dae : DAE = new DAE( false );  // lets show when 'autoPlay' is false...
dae.addEventListener( FileLoadEvent.LOAD_COMPLETE, onLoadComplete );
dae.addEventListener( FileLoadEvent.ANIMATIONS_COMPLETE, onAnimationsComplete );
dae.load( "myfile.dae" );
scene.addChild( dae );

private function onAnimationsComplete( event:FileLoadEvent ) : void
{
    if ( event.target is DAE )
    {
        var dae : DAE = event.target as DAE;
        dae.play();
    }
    else if ( event.target is MD2 )
    {
         var md2 : MD2 is event.target as MD2;

         md2.play();
         // or :
         // md2.play( "wave" );  // 'wave' is one of the clips defined
in the md2.
    }
}

private function onLoadComplete( event:FileLoadEvent ) : void
{
   // not used
}

Have fun!
Tim

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