Hi Leo,
I just tested with cobalt-base-current-build-20090330
First, I tested importing an .ase file using the \cobalt-base-current-build-20090330\content\models\pottery.ase model.
I started the default world by dragging out the blue cobalt croquet ball to the middle.
Using the menus, I selected Objects > Add Model ... and navigated to the above file and clicked OK. A scale of 2 worked for me.
Next, I changed my avatar using the same model.
Using the menus, I selected Cobalt > My Avatar ... and navigated to the above file and clicked OK. A scale of 2 worked for me.
To find the code called by the My Avatar ... option. Use the built in code browser to navigate to the
CobaltMenuProject class and the menuBarCobaltMenu method.
There you find that the menu calls the method actionSwitchAvatar.
This calls the clickOpenAliceFile: scale: method.
Which calls loadAvatar: scale: .
Which has this code snip-it:
loader := (
{
('.ase' -> [(TLoad3DSMax new initializeWithFileName: path scale: (frameScale ifNil:[1.0])) frame ] ) .
Examining TLoad3DSMax class should explain the rest.
However, this doesn't mean that 3DSMax's sub-assemblies, joints, or other avatar functions are supported. As .ase is implemented differently on different systems, the importer may stumble on more complex models. The built-in debugger should give a clear indicator of what was expected if the import failed.
Do you have an .ase file for us to test with?
Cheers,