Hi Sushant,
Sorry for consecutive posts. However, I wished to know the best
way to get core knowledge of Away3D. How did you start off creating
this engine?
All credits for the first Away stones are Rob's and Alex's. I was busy
on another engine before joining them a few weeks later.
What did you study about 3D and how do you have such
detailed knowledge of 3D?
Back in the 1986 Paris, France, my dayly task at school was to master
airbrush, pencils and drawings secrets.
My first "raytraced like" renderings were made of ink and paper with a
Fisher 0.2 :))
With the excellent "getting started" tuts to be found on Away3d.com,
flahmagazine etc... I think you have access to a solid base.
The rest is up to you.
I had read your tutorial on your blog of how you created "2 heads"
demo. Any chance to get to see the source for that project?
My demo sources are either a mess or build during engine dev. To avoid
maintenance, I preffer write generic tutorials.
but if you want to know more on dot3 materials, visit flashmagazine
tutorials, and I recall explaining in few lines on my blog's comment
the way
textures were animated. The dot3 code implementation on itself, is
just a one liner.
A cleaned up version of this demo is available or will be soon along
with the Haxe example files. Stuart is busy with it.
As there are many properties for any model, face, mesh
and it is hard to know what does what. Also it is hard to know what is
needed for what purpose, when to use something and when to not.
Just take one problem at a time, focus on what you want, not on what
the engine is able to do.
Ask here on this list if you have troubles. We do expect that you guys
did try on yourselves a bit before ask. That's also best way to learn.
Also Rob and Jensa are giving classes once in a while, surely a good
investment if you plan to do more with Away.
As a part of my
expressing of gratitude, I am ready to do something for this project
according to my technical capabilities in return (if you find me
useful enough).
Anything that helps Away in general is welcome.
Fabrice
On May 11, 2009, at 12:52 AM, flashangel wrote:
Hey Fabrice,
Sorry for consecutive posts. However, I wished to know the best
way to get core knowledge of Away3D. How did you start off creating
this engine? What did you study about 3D and how do you have such
detailed knowledge of 3D? I wish to follow you and study the same way
instead of stumbling here and there. I have read through all
flashmagazine tut posts of away3d. I also saw the samples that come
with Away3D. As there are many properties for any model, face, mesh
and it is hard to know what does what. Also it is hard to know what is
needed for what purpose, when to use something and when to not.
May be I am demanding too much, but I am really excited and also need
to know in detail for successful project completion. As a part of my
expressing of gratitude, I am ready to do something for this project
according to my technical capabilities in return (if you find me
useful enough).
Thanks,
Sushant
On May 10, 7:15 pm, Fabrice3D <[email protected]> wrote:
I'm no expert at collada format ( I never use them), but this looks
like a coordinate issue.
you probably set in papervision a var saying its right or left handed
system.
or they have in the Erain export corrected the orientation for PV
before exporting the dae file.
To fix this issue and see the same in away, you need either to rotate
the model in your app or in Away: z by 90 degrees. And probably
inverse your x.
if you do it in Away, you can do it like this:
myobject.rotationZ -= 90;
myobject.applyRotations(); --> optional
and for the x, if necessary:
myobject.scaleX = -1;
myobject.invertFaces(); --> to flip the faces
of course it would be better to do it in your editor.
Fabrice
On May 10, 2009, at 3:42 PM, flashangel wrote:
Hi friends,
I must first admit that I am NOT knowledgeable enough about
internals of 3D engines. I have just read the 2 books of Keith
Peters
about 3D and some chapters regarding maths underlying the 3D
operations.
I have been following both Papervision3D and Away3D since a year or
so. Now I have got a project to work on some interesting 3D model
manipulation. I do not know 3d modelling. I had been using swift3d
papervision exporter to export DAe and was using papervision.
However
for larger models I found that Papervision 3D sucks. I was knowing
that Away3D had moved way forward and implemented normal mapping and
DOT3BitmapMaterial. From my premitive knowledge of 3D, I am thinking
that this is what is going to save me by creating low poly models
and
high quality normal maps. I have also seen the demo of "2 heads" and
"teapot" given by Fabrice. However, he has not shared the source
code
(or I couldn't find it probably).
I am giving below the stuff where I am stuck.
The 3d model is of a female model (Masha):
http://www.dnyandeep.com//headTest/assets/head.dae
the model rendered using swift3d (papervision exporter)
http://www.dnyandeep.com/headTest/swift/head.zip
Same DAE as is used by PV3D is being used in below given Away3D test
http://www.dnyandeep.com/headTest/AwayNormalMapTest.html
You can notice that Away3D had incorrectly rendered the same model.
However pv3d does correctly. I really want to use Away3d for this
project because of its efficiency and especially what I read about
occlusion culling that is available in Away3D.
I am stuck, any pointers where I am going wrong? Also I wish to know
perfect guidelines about what I need to do to directly export the
model from 3D tools like Max. Can somebody guide me please? As I
will
need to tell this to the 3D modeller person I am working with to get
the exported 3DS/DAE files from him in perfect format suitable to
Away3D. Also why the model is getting rendered is PV3D but not doing
correctly in Away? I definitely do not know any internals, so any
help
is appreciated.
Sushant