Doh! Ok but wouldn't it have been the case that the Collada exporter in Maya was actually the point at which the Maya quads were split into triangles? Either way, I get where you're coming from. To sum up, as far as I understand...
"Maya works with squares, Away works with triangles. The number of squares that are in your Maya project will be "doubled" (ie, they'll be split into two so Away can work with the triangles)" Correct? Is it worth using Away3D LITE perhaps? I've heard the performance is much higher. I'm basically just loading in colladas, building a figure from the different pieces and then adding a "click and drag to spin" for it. I tried incorporating the Lite library in and I see some of the syntax changes which are not such a big deal to convert to. However, I noticed Collada.parse() wasn't there! Is there another way to go about this with Away3D Lite? Thanks again for all your help, Dave On Nov 3, 1:41 pm, Peter Kapelyan <[email protected]> wrote: > Hi Dave, > > In this case, the good thing about Away3D was that it took your quadrangles > and turned them into triangles, and you can see your model now. The bad > thing may be that you have to keep in mind that Away3D works with triangles, > so any quadrangles will be split and now you will have double the polygons. > This is how Away3D works, so that behavior can be expected! > > Best > -Pete > > > > > > On Tue, Nov 3, 2009 at 8:06 AM, Dave <[email protected]> wrote: > > Hi guys, > > Ok I think I have everything under control however with regards the > > poly count, the modellers for this project have come back with the > > following feedback... > > > "it appears the collada exporter in Maya triangulates and doubles the > > polys when it exports them so we are having to work to 1000 polys in > > maya now." > > > Is this really the case or are they maybe using the wrong collada > > export settings? > > > Thanks again, > > Dave > > > On Nov 2, 8:12 am, richardolsson <[email protected]> wrote: > > > That demo is also not using Z-sorting, but that works fine for > > > entirely concave meshes like spheres (where all faces on the other > > > side if the model will be taken care of by the backface culling.) For > > > more advanced models, you'll want to lower your facecounts a bit, as Z- > > > sorting is likely to be needed. > > > > Hope this helps! > > > > /R > > > > On Nov 2, 3:30 am, Peter Kapelyan <[email protected]> wrote: > > > > > Hi Dave, > > > > > That demo is using Away3D lite. If you are talking about regular > > Away3D, I > > > > wouldn't go much higher than 2,000 polygons. > > > > > -Pete > > > > > On Sun, Nov 1, 2009 at 8:27 PM, Dave <[email protected]> wrote: > > > > > Hi there, > > > > > I've got a model I'm importing into Away3D and the framerate is > > > > > dropping to like 7fps. I used the following demo as an estimate as > > to > > > > > how many faces I could allow the 3D modellers in my project: > > > > >http://www.away3d.com/techdemos/flash10/ExSphereSpeedTest.html(I'm<http://www.away3d.com/techdemos/flash10/ExSphereSpeedTest.html%28I%27m> > > > > > using Flash player 10). I told them they can use 15,000 faces as > > > > > that's what ran acceptably on my machine in that demo (was I reading > > > > > it wrong?). Here is the model they've supplied: > > > > >www.davefoxy.com/external/full_body.dae > > > > > . Bringing it into PreFab, it shows just around 13,000 faces. Is > > the > > > > > problem to do maybe with the amount of vertexes? If so, can anybody > > > > > give me a better idea of the specifications I should be giving the 3D > > > > > modellers? > > > > > > Thanks again, > > > > > Dave > > > > > -- > > > > ___________________ > > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > > HTTP://AWAY3D.COM > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
