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using the CloneModelFromCastMember - Macromedia Director 3D

Hi there all, I was reading a doent showing an example of setting up a 3d stage. One of the things that it mentions is that you should place a new Shockwave 3d Media element on the stage and use the cloneModelFromCastMember, rather than placing your original w3d file onto stage. I did this and also used the state=4 method, but nothing showed up on the new Shockwave 3d Media element. Here are my 2 scripts the preload script on enterFrame if member("3D Car Tour").mediaReady = TRUE then preLoadMember(member("3D Car Tour")) else go to the frame end if end enterFrame ...

  1. #1

    Default using the CloneModelFromCastMember

    Hi there all,
    I was reading a doent showing an example of setting up a 3d stage. One of
    the things that it mentions is that you should place a new Shockwave 3d Media
    element on the stage and use the cloneModelFromCastMember, rather than placing
    your original w3d file onto stage. I did this and also used the state=4 method,
    but nothing showed up on the new Shockwave 3d Media element. Here are my 2
    scripts

    the preload script

    on enterFrame
    if member("3D Car Tour").mediaReady = TRUE then
    preLoadMember(member("3D Car Tour"))
    else
    go to the frame
    end if
    end enterFrame

    on exitFrame
    if member("3D Car Tour").state = 4 then
    go to the frame + 1
    else if member("3D Car Tour").state = -1 then
    alert("The program incountered a problem when preloading the 3d world. The
    program will need to terminate now.")
    halt()
    else
    go to the frame
    end if
    end

    ... then after that frame has the member state = 4, I placed the Cloned
    behaviour on the Shockwave 3D element sprite like so...

    on beginSprite me
    my3dMember = sprite(me.spriteNum).member
    if my3dMember.type <> #shockwave3D then
    alert("Sorry, the member specified is not a shockwave 3d member. The
    program will need to quit now")
    halt()
    else
    myMember.resetWorld()
    myMember.cloneModelFromCastMember("Walls", "Walls", member("3d Car Tour"))
    myMember.cloneModelFromCastMember("Car", "Car", member("3d Car Tour"))
    end if
    end beginSprite


    Not only I tried this method, I also tried doing it in 3DPI, as a practrice
    run seeing if I made any mistakes from the scripts, but no. Samething. There
    was nothing showing up. So basically my question is if this is necessary that
    I must clone my models rather than placing the original 3d member on stage. If
    so, what am I doing wrong?

    Roofy Guest

  2. #2

    Default Re: using the CloneModelFromCastMember


    use addToWorld()...
    member(whichMember).model[whichModel].addToWorld()

    regards
    nickname7 Guest

  3. #3

    Default Re: using the CloneModelFromCastMember

    Hi,
    if the shockwave 3d window is empty at first, you may need some lighting.
    To see if this is the case, just select the sw3d sprite on your stage, and go
    to '3d model properties' .
    On the Light rollout, change the selection from 'None' to anything else (i
    recommend Middle Center) and then see if your model is shown on stage.
    You might try to add the lights by Lingo - see the help for the syntax

    take care,
    -kyriakos

    kterz Guest

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