If your path is uniform the way you describe it with the awesome ascii art
:P , you could probably get the numbers from a  sine wave. Just an idea.

-Pete

On Mon, Feb 23, 2009 at 6:17 AM, opuszek <[email protected]> wrote:

>
> Dear Away3D community,
>
> Since this is a beginner's question, please allow a large dose of
> tolerance for my close to none knowledge about ActionScript
> technology, and believe that I'm not ignorant but curious to find out
> about it.
>
> (if you're not interested in my idea just skip to the "main problem"
> part)
>
> For some time I've been dreaming about a 3D gallery for me and my
> friends, on which we could show our music, fine art and whatever else
> we (try to) do. A special one. To find the pictures, you have to
> travel through endless celestial space on a kind-of-rusty pipe, which
> serves you as the only guide (better stick to it!), and creates a
> labirynth filled with our works. It is a kind of FPS game, just
> without shooting (that makes "First-Person Shooting" abbreviation
> pointless, doesn't it?).
>
> I already modified Alejandro Santander's Away3D gallery, which he
> showed in his tutorial on The Tech Labs (
>
> http://www.thetechlabs.com/3d/simulating-piclens-with-flex-and-away3d-%E2%80%93-part-1/
> ) to use the keyboard for movement. You can see the results here:
> http://effect.ovh.org/rysunki/PhotoViewer3D.html (click on one of the
> pictures, then use W to strafe right and S to strafe left). The
> problem arises when you're trying to rotate the camera (hold
> mouseclick on the background and move around), because I'm not
> experienced enough in ActionScript to write a nice FPS-like camera
> rotation system.
>
> The main problem:
> So I thought I would use Maya for some scene setup (in the end it will
> have to be progressive, since it's a XML-reading case) and camera
> movement, and maybe some more realistic walking animation (the camera
> would go up and down a little, wouldn't it?).
>
> Now, looking at the basic_scene example on googlecode (http://
> away3d.googlecode.com/svn/trunk/examples/Awaybuilder/basic_scene/), I
> downloaded it (yay), created it a nice folder and set up Flex Project
> (yay)...but then, I forced all my thinking to work and in no way I
> could find the camera animation data in any file of the maya folder
> (damn it). If I understand correctly,
> world.mb is the file that should contain everything, since world.dae
> is just a Collada export.
> Looking at the file, there are 4 cameras...suggests me that actually
> there is no camera movement, and perhaps for the Collada file there's
> just a Tween animation (might be bull******** here) there. But then,
> in Main.as there's no animation altogether!
>
> I'm sure there is a Maya window which I missed (it's been some time
> since I stopped working with Maya, so I probably forgot most of the
> workflow), that contains all the animation data and stuff I need to
> set up for Away3D.
>
> Would any of you dare to point me it?
>
> Thank You in advance,
> Michael from Poland
>
> PS. Another question:
>
>           ) 1
>      1 (
> r        (     r                   r
> ~~~~~)~~~~~)~~~~~~~~
>   r                (         r
>                  2 \
>                      ) 2
>                     (
>                  2  )
>
> here's a simple map of how my gallery could hopefully look if the main
> route was straight (it shouldn't be) and the folder structure was:
> root: 5 pictures (or music files)
> folder I: 2 pictures
> folder II: 3 pictures
>
> as You can see, the gallery map is folder structure dependent, and the
> folder map would be XML.
> since the map in 3D will be represented as a pipe I'm walking on, I
> thought I would PathExtrude a circle on a XML-inspired Path.
> so... I need a Path generator for this :) Can You think of a way of
> generating Path information internally? (without having to run a
> client-side app that would compute it and send back data via FTP)
> ...please don't think I'm asking You to write it for me. I may look
> novice, but I have little programming experience and I hope I can do
> it myself, just need some directions.
>
> Thanks!




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