OBJ Loader

Hi All ,

This message is really for Kevin but if any of you know the answer - please help.

I am currently using The OBJ Loader to load in Character models and I want to apply a BranchGroup to each individual body part (similar to the ASE loader tutorial).
I know from the source code that the OBJ tag “g” applies to a new group but the ObjLoader doesn’t appear to have a getNamedNodes() like the ASE loader.

Does anybody KNow how to apply the BranchGroups for each “g”

thanks

rmdire

Fraid this isn’t currently possible. While the groups are created as sub BranchGroups they’re not directly accessible. You could walk the scenegraph to get them but that would be pretty clunky.

You might consider adding the functionality to the loader, its really very very simple code :slight_smile:

Kev

Another consideration is pivot points. If it matters where the transform reference point (i.e. pivot point) is in your sub shapes, then this is an added complication. Fortunately the ASE format exports the pivot point (both for geoms and groups) and we are able to use that to offset the geometry and build the model with TransformGroups.

Will.

Yep - forgot about the pivot points.
Does anybody have 3DS Max to export 3 or 4 .OBJ files
into ASE format?

I believe it can - you just import to MAX then export to ASE.

Need an OBJ importer/exporter for MAX?

Look for obj2max & max2obj on this site:
MAX 3: http://www.habware.at/duck3.htm
MAX 4/5: http://www.habware.at/duck4.htm
MAX 6: http://www.habware.at/duck6.htm

Will.