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

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