Well, the idea behind AwayBuilder was to speed up the 3D workflow and
let 3D designers have a way of quickly seeing the results in Flash,
rendered with Away. AwayBuilder (which the WorldBuilder class is a
part of) tries to do this by abstracting away some of the code needed
to re-create scenes from 3D applications with Away.
It works by adding meta-data to the 3D scene that is then interpreted
by AwayBuilder. It lets you set object and material properties to be
used in Away straight in the 3D editor. Once the code for AwayBuilder
is set up it removes the need for further coding and compiling to
preview the changes to the 3D scene.
In your case it doesn't seem like AwayBuilder will be of much help
since it lacks 3ds support (for both scene and models) and only scenes
and meta-data from Maya will be interpreted correctly. I think you
will be better off setting up the scene manually.
I haven't done this before but to have a player avatar know how high
the ground is, I would probably try to create a top-down elevation map
(bitmap) and map it to the scale of the 3D scene the avatar is allowed
to walk on. It would be kind of the same as using a bitmap to create
3D terrain but in reverse where the elevation map is created from the
3D data instead. I'm not familiar with any automatic way of doing this
but if you take a screenshot of the 'top' view in your 3D app and load
it into an image editor, it should be possible to paint the different
areas with their matching elevation 'value'.
I hope that makes sense :)
Cheers,
.andreas
On 19 Feb 2010, at 21:21, André wrote:
Hi Andreas,
thanks for the response.
I digged a bit more and maybe you could enlighten me: What is actually
the benefit of using the world builder?
Would it be viewable for me to load the parts (basicly the floor, the
road, the bridges etc.) using the 3ds importer
and then build my scene based on multiple instances of these modules
and then attach a targetcam to my player avatar?
Maybe this would be for another thread, but could you point me to a
resource where I could read up on how to have the player avatar
following the height of the builded world? e.g. I want my avatar to be
able to walk over bridges without "clipping" through them.
Thanks for your help,
Andre
On 18 Feb., 23:55, Andreas Engstrom <[email protected]>
wrote:
Hi André.
There is unfortunately no 3ds support and Maya is currently the only
viable option for use with AwayBuilder. Support for 3ds was planned
but sadly never implemented.
.andreas
On 17 Feb 2010, at 22:39, André wrote:
Hello everybody,
I searched the web around but couldn´t find any information on how to
use the world builder with 3ds max 2010.
I found the great tutorial on using maya and the world builder but I
cant afford to switch to maya right now.
Basicly what I have is a simple scene build in 3ds consisting of a
pane and some roads and bridges build on top. Ultimately I want to
load that scene into flash, and add a player avatar allowing to
explore the world in 3rd person view.
While the import of the avatar works fine using the 3ds loader, I am
struggling at importing the world.
I exported the world scene (including a cam named overviewCam) and
simply overwrote the world.dae file that comes with the basic_scene
example, just for the sake of testing, but upon loading the swf a
runtime error pops up saying "no cameras available", so clearly I am
missing something. The full error message is below.
I am very willing to make my 3ds files available if neccessary.
Thanks for any help,
André
Error: no cameras available
at awaybuilder::SceneBuilder/getCameraById()
at awaybuilder::WorldBuilder/setupCamera()
at awaybuilder::WorldBuilder/onBuildingComplete()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at awaybuilder::SceneBuilder/build()
at awaybuilder::WorldBuilder/setupBuilder()
at awaybuilder::WorldBuilder/onParsingComplete()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at awaybuilder.collada::ColladaParser/parse()
at awaybuilder::WorldBuilder/build()
at Main/onColladaComplete()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at flash.net::URLLoader/onComplete()