【重要】Away3D 4.0 GoldでColladaのアニメーションに成功 | Photoshop CC Tutorials
今回、Away3D 4.0 GoldでBlenderから書き出したColladaファイルをアニメーションすることに成功しました。

やる前はcolladaのアニメーションのサンプルがないのでできるかどうかよく分かりませんでしたが
DAEParser.asのソースコードを見たところアニメーションのデータを格納する関数があったので
もしかしたらできるのではないかと思いやってみることにしました。

しかし手元に何の情報もなくしかたがないので関連するソースコードを一行一行すべて読んでいくことにしました。

そして丸3日かかりましたがようやくつながりが見えてきたのでさっそくプログラムにして
なんとか動かすことができました。これは本当に大変でした。(;^_^ A

■操作方法
 地面をマウスドラッグ:カメラ回転
◆【できあがりはこちらをクリック】(要:FlashPlayer11、ビデオカード等GPU搭載PC)
$ピック社長のブログ

モデルはBTAさんのサイトからお借りしました。
■ BTAさんのサイト
http://funsethp.web.fc2.com/

//---------------------------------------------------------------------
// Away3D 4.0 GoldでColladaのアニメーションをする方法
//---------------------------------------------------------------------

まずモデルにアニメーションを付け、Collada形式で書き出します。
$ピック社長のブログ

次にAway3Dのloadersパッケージの中にあるDAEParser.asを開き
下の画像のようにしてください。
$ピック社長のブログ

そしてメインクラスは下記のようになります。
Main.as
package
{
import away3d.animators.data.Skeleton;
import away3d.animators.SkeletonAnimationSet;
import away3d.animators.SkeletonAnimationState;
import away3d.animators.SkeletonAnimator;
import away3d.animators.transitions.CrossfadeStateTransition;
import away3d.animators.VertexAnimationSet;
import away3d.animators.VertexAnimator;
import away3d.materials.methods.FilteredShadowMapMethod;
import away3d.loaders.Loader3D;
import away3d.loaders.parsers.*;
import away3d.loaders.misc.AssetLoaderContext;
import away3d.bounds.*;
import away3d.cameras.*;
import away3d.containers.*;
import away3d.controllers.*;
import away3d.core.base.*;
import away3d.core.pick.*;
import away3d.debug.*;
import away3d.entities.*;
import away3d.events.*;
import away3d.library.assets.*;
import away3d.library.AssetLibrary;
import away3d.lights.*;
import away3d.materials.*;
import away3d.materials.lightpickers.*;
import away3d.primitives.*;
import away3d.textures.*;
import away3d.utils.Cast;

import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.text.*;
import flash.ui.*;

[SWF(backgroundColor="#000000", width="600", height="400", frameRate="60")]
public class Main extends Sprite
{
[Bindable]
[Embed(source="../embeds/char.dae", mimeType="application/octet-stream")]
private var ColladaData:Class;

//signature swf
[Embed(source="/../embeds/signature.swf", symbol="Signature")]
public var SignatureSwf:Class;

// tableTexture
[Embed(source="/../embeds/table.jpg")]
private var tableTex:Class;

//engine variables
private var scene:Scene3D;
private var camera:Camera3D;
private var view:View3D;
private var awayStats:AwayStats;
private var cameraController:HoverController;

//signature variables
private var Signature:Sprite;
private var _signature:Bitmap;
private var SignatureBitmap:Bitmap;

//light objects
private var light:DirectionalLight;
private var lightPicker:StaticLightPicker;
private var direction:Vector3D;

//navigation variables
private var move:Boolean = false;
private var lastPanAngle:Number;
private var lastTiltAngle:Number;
private var lastMouseX:Number;
private var lastMouseY:Number;
private var tiltSpeed:Number = 4;
private var panSpeed:Number = 4;
private var distanceSpeed:Number = 4;
private var tiltIncrement:Number = 0;
private var panIncrement:Number = 0;
private var distanceIncrement:Number = 0;

private var char:ObjectContainer3D;

/**
* Constructor
*/
public function Main()
{
init();
}

/**
* Global initialise function
*/
private function init():void
{
initEngine();
initLights();
initListeners();

initialize();
}

private function initialize():void
{
// create ground mesh
var matground : TextureMaterial = new TextureMaterial(Cast.bitmapTexture(tableTex));
matground.shadowMethod = new FilteredShadowMapMethod(light);
matground.lightPicker = lightPicker;
matground.ambient = 0.5;
matground.specular = 0.5;
var mesh:Mesh = new Mesh(new PlaneGeometry(5000, 5000), matground);
mesh.mouseEnabled = true;
view.scene.addChild(mesh);

//Parsers.enableAllBundled();
var context:AssetLoaderContext = new AssetLoaderContext();
AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE, loaded, false, 0, true);
var loader:Loader3D = new Loader3D();
loader.addEventListener(LoaderEvent.RESOURCE_COMPLETE, complete, false, 0, true);
loader.loadData(new ColladaData(), context, null, new DAEParser());
}

/**
* Initialise the engine
*/
private function initEngine():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;

view = new View3D();
view.forceMouseMove = true;
scene = view.scene;
camera = view.camera;
//setup controller to be used on the camera
cameraController = new HoverController(camera, null, 180, 20, 500, 5);

// Chose global picking method ( chose one ).
view.mousePicker = PickingType.RAYCAST_BEST_HIT; // Uses the CPU, guarantees accuracy with a little performance cost.

view.addSourceURL("srcview/index.html");
addChild(view);

//add signature
Signature = Sprite(new SignatureSwf());
SignatureBitmap = new Bitmap(new BitmapData(Signature.width, Signature.height, true, 0));
stage.quality = StageQuality.HIGH;
SignatureBitmap.bitmapData.draw(Signature);
addChild(SignatureBitmap);

awayStats = new AwayStats(view);
addChild(awayStats);
}

/**
* Initialise the lights
*/
private function initLights():void
{
//setup the lights for the scene
light = new DirectionalLight( 1, -1, 1);
light.ambient = 0.8;
light.color = 0xffffff;

lightPicker = new StaticLightPicker([light]);
scene.addChild(light);
}

/**
* Initialise the listeners
*/
private function initListeners():void
{
view.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
view.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(Event.RESIZE, onResize);
onResize();
}

/**
* Navigation and render loop
*/
private function onEnterFrame(event:Event):void
{
// Update camera.
if (move) {
cameraController.panAngle = 0.3*(stage.mouseX - lastMouseX) + lastPanAngle;
cameraController.tiltAngle = 0.3 * (stage.mouseY - lastMouseY) + lastTiltAngle;

cameraController.panAngle += panIncrement;
cameraController.tiltAngle += tiltIncrement;
cameraController.distance += distanceIncrement;
}

// Render 3D.
view.render();
}

/**
* stage listener for resize events
*/
//animation variables
private var mesh:Mesh;
private var animator:SkeletonAnimator;
private var animationSet:SkeletonAnimationSet;
private var skeleton:Skeleton;

private function onResize(event:Event = null):void
{
view.width = stage.stageWidth;
view.height = stage.stageHeight;
SignatureBitmap.y = stage.stageHeight - Signature.height;
awayStats.x = stage.stageWidth - awayStats.width;
}

private function loaded(evt:AssetEvent):void
{
if (evt.asset.assetType == AssetType.CONTAINER) {
char = ObjectContainer3D(evt.asset);
char.rotationX = 90;
char.scale(50);
char.y = 130;
}
if (evt.asset.assetType == AssetType.MATERIAL) {
var material:TextureMaterial = TextureMaterial(evt.asset);
material.lightPicker = lightPicker;
material.ambient = 1;
}

if (evt.asset.assetType == AssetType.SKELETON) {
trace("SKELETON");
skeleton = evt.asset as Skeleton;
}
else if (evt.asset.assetType == AssetType.ANIMATION_STATE) {
trace("ANIMATION_STATE");
var state:SkeletonAnimationState = evt.asset as SkeletonAnimationState;
}
else if (evt.asset.assetType == AssetType.ANIMATION_SET) {
trace("ANIMATION_SET");
animationSet = evt.asset as SkeletonAnimationSet;
animator = new SkeletonAnimator(animationSet, skeleton, true);

//apply our animator to our mesh
mesh.animator = animator;
animator.playbackSpeed = 1;
animator.play("default");
} else if (evt.asset.assetType == AssetType.MESH) {
trace("MESH");

//create mesh object
mesh = evt.asset as Mesh;
}
}

private function complete(evt:LoaderEvent):void
{
AssetLibrary.removeEventListener(AssetEvent.ASSET_COMPLETE, loaded);
evt.target.removeEventListener(LoaderEvent.RESOURCE_COMPLETE, complete);
scene.addChild(char);
}

/**
* Mouse up listener for navigation
*/
private function onMouseUp(event:MouseEvent):void
{
move = false;
}

/**
* Mouse down listener for navigation
*/
private function onMouseDown(event:MouseEvent):void
{
move = true;
lastPanAngle = cameraController.panAngle;
lastTiltAngle = cameraController.tiltAngle;
lastMouseX = stage.mouseX;
lastMouseY = stage.mouseY;
}

}

}


尚、この方法はあくまでも完全独自の方法なので参考程度にしておいてください。