About Maya the model is correct and the export file too.
I already worked with lot of different engines and the probleme is
always in the engine and need to activate the backface culling.

We will try what you explain, really thank you for the reply!

I will give some news after the tests!

Thanks again.

sama.van.

On May 10, 11:04 pm, Fabrice3D <[email protected]> wrote:
> Hi Sama.van,
>
> bothsides:true/false can be set on Mesh objects
> but if maya exports the same polygon front and back, the cure will be
> in Maya.
>
> You should also increase a bit your resolution on walls, at least if
> you plan place a camera inside the room.
>
> You have more options for the sorting.
> you can start in basic renderer, to just add pushfront:true/false and
> pustback:true/false to Meshes Objects
> you can add to the scene a renderer, like CORRECT_Z_ORDER
> or assign a renderer per object to avoid expensive calculations on all
> objects.
>
> since you have huge polygons for the walls compared to details
> objects, i suggest you add the property precision:2, to your objects
> walls, to
> ensure propper texture projection.
>
> The tiling can be obtained in Away using the
> TransformedBitmapMaterial, using properties like scaleX and scaleY.
> an example of 2x2 (4 times the map projected) would look like this:
> {scaleX:.5, scaleY:.5};
> don't forget to add the repeat:true.
>
> Check out the room demo in the examples section of the trunk.
>
> Fabrice
>
> On May 10, 2009, at 3:11 PM, sama.van wrote:
>
>
>
> > Hi!
>
> > I have a few questions about Away 3D...
> > With the programmer I'm working with, we successed to import some
> > objects in a scene... (I'm the artist)
>
> > You can see the result here :
>
> >http://www.kaerell.net/player/index.html
>
> > Actually we have some problem on some objects.
>
> > My questinos are :
>
> > - A - Is there a way to delete the double sided polygons? (= "Backface
> > culling")
> > Actually we have some z-fight problem and I don't need my object are
> > double sided polygons.
> > I'd like to see the midle of scene when my camera is behind the wall.
> > I know with some engine the couble polygon is a default option... but
> > we didn't found any function about that on Away3D.
>
> > - B - The floor and wall are destroyed, the engine doesn't seems to
> > understand my Uvs...
> > My UVs are outside the 0-1 area for the UV coordinate. (=Mapping
> > coordinate)
> > Actually all the other object are mapped inside the 0,1 Uvs area but I
> > have a symetry and it doen't create any problems....
> > Is there a workflow to respect for the Uvs creation? do you have a
> > documenation about it?
>
> > - C - There is conflict with some object. Sometime polygons of one
> > object front of another one are rendered behind this last one...
> > Do you know a solution for resolving the problem?
> > Do I have to separate the 4 wall's side?
>
> > Actually all my object are separeted, I create one texture per object
> > (eccept if the objet has some parts with transparency)
>
> > You can get a preview from the  Maya's viewport of the right scene
> > here :http://samavan.com/divershelp/Background_B001.jpg
> > You can see the difference with the player! ^_^
>
> > Thank you by advance,
>
> > sama.van

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