Thank you! I can finally see my model!
FYI for anyone reading this, here are the steps I have followed (using
Maya 2010):
1. I created the model using standard geometry
2. I put all the texture graphics together into one PNG file
3. I applied the texture using the UV Texture Editor (Window > UV Texture
Editor)
4. I downloaded the latest version of OpenCollada
(
http://opencollada.org/download.html) and installed it. ColladaMaya 3.05C
didn't officially support Maya 2010, and I wasn't sure how to "copy the
files manually" like the installer suggested.
5. I enabled the plugin by going to Window > Settings/Preferences >
Plug-in Manager, then I checked "Loaded" and "Auto load" next to
"COLLADAMaya.mll" and restarted
6. I started exporting by going to File > Export All, then by selecting
"OpenCOLLADA exporter"
7. I clicked "Options" and checked the boxes for "Bake transforms",
"Relative paths" and "Triangulate". The model imported weird before I
checked those options. I'm not sure which was the one I needed.
8. Then I clicked "Apply" and let it export as a DAE file.
9. In Flash, I'm using FlashDevelop, so I wanted to embed the model
directly rather than loading it. I'll write the key code snippets below.
In order to embed objects in FlashDevelop, you can right-click on the file
in the Project panel and select "Insert Into Document" and it will
automatically generate the Embed tag for you. This is what the general
format looks like:
[Embed(source='MyModel.dae', mimeType='application/octet-stream')] private
var MyModel:Class;
[Embed(source='MyTexture.png', mimeType='image/png')] private var
MyTexture:Class;
Once you declare (and embed) your mesh and your texture, you can use it in
your code later like this:
var MyCollada:ObjectContainer3D = Collada.parse (MyModel, { material:
MyTexture } );
I hope this helps someone! There's a number of steps here that might not
be immediately obvious, or clear at all until someone tells you how things
work.