just try explore here for lite examples, also Collada http://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/<http://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/as/>
hth 2009/11/3 Peter Kapelyan <[email protected]> > It's worth trying Lite, you will definitely see a speed increase. About the > Collada.parse() Katopz should know! I'll ask him to respond. > > -Pete > > > On Tue, Nov 3, 2009 at 10:56 AM, Dave <[email protected]> wrote: > >> 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> >> <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 >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM > -- katopz http://www.sleepydesign.com
