if you select a house, and have the editobject panel open, you can change scale properties to the selected mesh...
one set, hit apply scale

Fabrice

On Dec 11, 2009, at 10:17 AM, wsvdmeer wrote:

Prefab rules and i totally understand that it's a work in progress
it's amazing that you do all of this next to your day job.
I could import all the models in prefab but the models themselves have
different scales we didnt have accurate material to make the models so
we made the models and adjusted the size while importing them in
away3d. It's not the most efficient way but visually it looked rather
good.
Is it possible to scale each house and when all houses are scaled and
positioned to scale the scene after that?
Or can you only scale the whole scene.
Hope i'm not a to big pain in the @ss haha.

On 11 dec, 10:04, Fabrice3D <[email protected]> wrote:
if you load them all in prefab, place them one by one where they
should be
use scenescale, you can then export to awd in one shot. after load of
awd data, just merge and you're done

note that Prefab is atm ungoing major changes. In upcomming releases,
assembling should become way more friendly.
Started as good little utility, It has now entered the application
playground, but fails bigtime in this league on usability and espected
behaviors.
I'm not going to let it this way!

Fabrice
On Dec 11, 2009, at 9:31 AM, wsvdmeer wrote:



Hey Fabrice,

Sorry for my late response, it did have to do with the scale, rotation
and position of my models. Problem is that it's a lot of work to
rescale all the objects in milkshape import them to prefab and export them to AWD. So the merge class works as it should but i cannot use it
on the models i'm using. Would you advise to rescale all the objects
before importing them in away3d? I'm considering to split up the scene
in 3 parts to enhance performance but it would be great to walk
through the whole scene.  By the way any advise is welcome :D.

On 8 dec, 22:38, Fabrice3D <[email protected]> wrote:
btw, you do not mention if the original problem is now solved... is
it?

Fabrice
On Dec 8, 2009, at 10:28 PM, wsvdmeer wrote:

Hey Fabrice,

Is there a way to do the scaling in prefab so that the bounderies
arren't that huge?
And can i build parts of the scene up in prefab resulting in less
"loose" models , and if so does this increase performance?

On 8 dec, 14:40, Fabrice3D <[email protected]> wrote:
Hey wsvdmeer,
I have updated the class & updated the svn.
The update resolves the geometrical artefact and code was in need
of
an update anyway.
I have just done a series of tests using this latest update and
everything seams working just fine.

Now looking at your awd files and your xml definition, the first
thing that might clarify your problem, is the scale/position

if I look in Prefab at eddydejong.awd, it's having bounderies of
width
25000, height 16000, depth 11000
now, the position of this one is at 120, 80, 1470.

now you want to merge this model with lets say etos.awd
etos bounds are width 15590, height 12000 and 7672 for depth
its position is 100, 60, 1290

Looking at this data, it explains clearly your problem... they
simply
overlap each other, with or without Merge in the game.
if you have rescaled in Prefab prior to export, just multiply by
same
factor the xml position data and you should be ok.

Fabrice

On Dec 8, 2009, at 1:46 PM, wsvdmeer wrote:

Hey Fabrice,

Did you have time looking at my problem?

On 7 dec, 16:19, wsvdmeer <[email protected]> wrote:
Hey Fabrice,

I added 3 models here :http://labs.speak.nl/3d/away3d/models/models.rar
The positions can be found here:

<model>
                <file>../assets/models/eddydejong/
eddydejong.awd</
file>
                <texture>../assets/models/eddydejong/</texture>
                <name>Bakker Eddy de Jong</name>
                <xposition>120</xposition>
                <yposition>80</yposition>
                <zposition>-1470</zposition>
                <xrotation>0</xrotation>
                <yrotation>90</yrotation>
                <zrotation>0</zrotation>
                <scale>0.01</scale>
        </model>
        <model>
                <file>../assets/models/etos/etos.awd</file>
                <texture>../assets/models/etos/</texture>
                <name>Etos</name>
                <xposition>100</xposition>
                <yposition>60</yposition>
                <zposition>-1290</zposition>
                <xrotation>0</xrotation>
                <yrotation>95</yrotation>
                <zrotation>0</zrotation>
                <scale>0.01</scale>
        </model>
        <model>
                <file>../assets/models/pearle/pearle.awd</file>
                <texture>../assets/models/pearle/</texture>
                <name>Pearle</name>
                <xposition>140</xposition>
                <yposition>71</yposition>
                <zposition>-1155</zposition>
                <xrotation>0</xrotation>
                <yrotation>102</yrotation>
                <zrotation>0</zrotation>
                <scale>0.01</scale>
        </model>

On 7 dec, 15:08, Fabrice3D <[email protected]> wrote:

Are you sure your models are perfectly centered?
otherwijze send me offline max 3 of them + the position you give
them
in worldspace,
I'll make a test here.

Fabrice

On Dec 7, 2009, at 2:21 PM, wsvdmeer wrote:

I all ready place the objects first and call the mergeHouses
function
after all the objects are loaded and placed.
When setting the useobjectSpace parameter to false the
following
happens:

http://labs.speak.nl/3d/away3d/example3.jpg

On 7 dec, 14:17, wsvdmeer <[email protected]> wrote:
Oke changed the loop to :

private function mergeHouses():void {
    var arr:Array = getHouses()
    var merge:Merge = new Merge(true,false, false);
    var length:int = arr.length
    for (var i:int = 1; i <length ;++i ) {
        merge.apply(arr[0], arr[i])
        scene.removeChild(arr[i])
        trace("merge house0 + house" + i);
        if (i == length - 1) {
            trace("merging complete")
        }
    }

}

And only loaded a few houses on the rightside of the scene.

The result was the same:

http://labs.speak.nl/3d/away3d/example2.jpg

On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:

The loop
No need to make new Merge instance each iteration
place this line above loop start

var merge:Merge = new Merge(true,false, false);

start at loop at 1, since arr[0] is receiver
then no need for a check on 0 iterration

The merge
the issue is a simple offset ScenePosition going wrong, may
be
simply
because there is no position set on the models
before the merge, and since you pass first param as use
ObjectSpace,
only own offsets in geometry are used

Try set the positions before merge and then set
useobjectSpace to
false (first param), since you want world coordinates.

Fabrice

On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:

Hey Fabrice,

I've tested it like followed:
I first load and place all the models in the scene.
After all the models are loaded i use the following
function(s) to
weld stuff together:

private function getHouses():Array {
   var children:Array = scene.children
   var array:Array = []
   var length:int = children.length
   for (var i:int = 0; i < length ; ++i) {
   var child:Object3D = children[i]
   var name:String = child.name
   if (name == "house" ) {
      array.push(child);
   }
   }
   return array
}

private function mergeHouses():void {
   var arr:Array = getHouses()
   var length:int = arr.length
   for (var i:int = 0; i <length ;++i ) {
       var merge:Merge = new Merge(true,false, false);
       if (i == 0) {
       }else{
       merge.apply(arr[0], arr[i])
       scene.removeChild(arr[i])
       trace("merge house0 + house" + i);
   }
   if (i == length - 1) {
       trace("merging complete")
   }
   }
}

After the welding is complete the x,y,z rotations, positions
and
scales are all based uppon the first house's scale position
etc.

http://labs.speak.nl/3d/away3d/example.jpg

On 7 dec, 12:14, Fabrice3D <[email protected]> wrote:
Can you extend a bit more on the definition of "skewed up"?
url, jpg's?

I also assume you do use latest trunk version (Merge class
was
updated
recently)

Fabrice

On Dec 7, 2009, at 10:36 AM, wsvdmeer wrote:

Hey Fabrice,

If i use the merge class the end model is all screwed up.

On 4 dec, 10:47, Fabrice3D <[email protected]> wrote:
I didn't have much luck with the MergeClass though!

what is the issue?

works exactly like Weld class

merge = new Merge
merge.apply(recievermesh, tobemergedmesh);

of course, you need not to addchild the "tobemergedmesh",
instead
you
need to destroy it

...

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