Collada and Bones in Broomstick

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banal

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Apr 18, 2011, 11:36:39 AM4/18/11
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We're using Collada files with Bones for a project of ours.

When we load such a Collada file in Away3D 3.6, we can get the bones
by using: getBoneByName("BoneName") and then change the bone in code,
which is exactly what we need.

I was wondering what happened to the "Bone" class in Broomstick? What
is the proper way to do this with Away3D 4.0?

Also: There have been several posts here asking for
TransformBitmapMaterial in Broomstick... I'm in need of that too and
would love to see it appearing in Broomstick soon. Or is that already
implemented somewhere and I didn't notice?

Dave

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Apr 18, 2011, 11:56:47 AM4/18/11
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The classes in broomstick that you need look at are Skeleton and SkeletonJoint.

Please note that Collada is currently not working (at all) in broomstick.

-Dave

banal

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Apr 18, 2011, 12:06:43 PM4/18/11
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Dave, thanks for your reply.

If collada doesn't work, which format can be used as a replacement?
Is the following even possible with the current broomstick release?:

1) Load 3D geometry (with armature/bones) from a file
2) Access a single bone, eg. look it up by name or other identifier
3) Translate the bone in code. Eg. bone.x += 10

themightyatom

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May 10, 2011, 2:23:59 AM5/10/11
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Check out the MD5 example, using md5anim and md5mesh
http://infiniteturtles.co.uk/projects/away3d/broomstick/LoaderMD5Test.html

Source is in the examples...
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