Can you pass in the object int {material:mat, debug:true}
so that we can see the faces?
Even if faces would be overlapping, this mesh do not have the propper face order and have wrong uv mapping. Is it possible that your scan is considering a certain volume in space and that the uvs values are based on this? Most info is coming from the
top of the image, or is it doing a 180 degree scan on the x axis?

Looking at the the first model showing with no dought a face, I'm 100% positive that if you arrange the vertexes per row and pass it to the Skin class that it would work. However if your vertex lists are too unequal to feed the class then I would consider project from a plan x/y and define the uv's from the vertexes.
But then the uv's would no longer respecting the scan.

Can you extend a bit on the " 3d scan of a face ported to as3 from Processing" What is exactly coming out Processing? How is the convertion to Away done? Can you paste one or two lines of a face definition generated by Processing?

Fabrice



On Nov 15, 2008, at 6:38 PM, Peter Kapelyan wrote:

Hi,

For some reason it looks as though there are two sets of faces on top of each other, or basically two of the exact same model overlapping each other, when I zoom in i see some faces go from green to red (the same "triangles"). That happens when two of the exact same object are both in the scene in the same place.

Using Fabrices test, you see your object isnt using the whole texture.
Is there some way you can test this with lower resolution data? By using less info you might be able to see exactly what is going wrong, I had to zoom in to tryt o see what may be going on.

If you tried something with say only 10 triangles that use the whole texture, it might be easier to pinpoint the problem(s).

By the way, I read about this experiment that you started several months back, last week. I would love to see you make it happen in Flash, it is an awesome idea!

-Pete

On Sat, Nov 15, 2008 at 11:36 AM, corin_w <[EMAIL PROTECTED]> wrote:

Hi,

http://corinwilkins.co.uk/face.html
uploaded a new version with a very simple background strange goings on
still ongoing
will updating my version of away 3d beable to fix this?


On Nov 15, 1:21 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> why dont you try a simple BitmapMaterial just to be sure its not a
> mapping issue?
> To make a quick check of the uvs, just make a texture divided with 4
> colored rects, each a 1/4 of the source rect, then center, where 4
> squares meet
> should be located at +- the "nose" of the model if the uvs are right.
>
> And I see you use an old version of the engine, 1.9.4, you should run
> the latest trunk, many fixes and enhancements
> were made since that release.
>
> Fabrice
>
> On Nov 15, 2008, at 1:59 PM, corin_w wrote:
>
>
>
> > Hi,
>
> >http://corinwilkins.co.uk/face.html
>
> > this is a 3d scan of a face ported to as3 from processing, on the left > > is the texture that should be mapped onto the face, but as you can see
> > something isnt quite right.
> > the uv coordinates are almost certainly correct i can only think its a
> > lighting issue as there is a flicker on the chin of the face at a
> > certain rotation.
>
> > any ideas?
> > cheers, corin



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