Oke got a view models in prefab and scaled, rotated and placed them.
Loaded the model in away3d and everything looks fine.
Maybe it's a stupid question but how can you merge 1 model?
The model is built up from 3 houses i know the merge class is used
like this merge.apply(mesh1,mesh2) but how does it work with one
model?

On 11 dec, 10:26, Fabrice3D <[email protected]> wrote:
> 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) {
>
> ...
>
> meer lezen »

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