Why would it be tougher on cpu??? that you embed the binary md2 or compile as class, in both cases info needs to be parsed or generated. at runtime you have exact same object. since both are using the native vertex player.
The only diff, because of the way this as3 structure was made (at a time where 500 polys in flash was pretty cool) is that it could make your swf bigger than embedding the md2. All depends if you have loads of frames or not. It also depends on the md2 generator, some are very well written, reusing as much as possible. > I really look forward to Prefab supporting animated MD2s. :) no eta on it, since my todo is pretty high :)) but it has been requested many times. Plus I want it too! Fabrice On Mar 27, 2010, at 10:31 PM, dapdap wrote: > Thanks for that Fabrice. > > I really look forward to Prefab supporting animated MD2s. :) > In the meantime I'll play around with the code that you uploaded. > Presently I embed my Md2 files as I want the finished Swf to be a > stand-alone application. > But, of course, converting the Md2s to Classes would achieve the same > results and reduce the size of the Swf. > I guess the only downside might be a higher demand on the CPU? (not a > great issue I don't think) > > Cheers > > > D > > On Mar 28, 1:46 am, Fabrice3D <[email protected]> wrote: >> will be soon implemented in Prefab (more efficiently in terms of verbose), >> but for now, if you make a simple load md2 in away, and save the trace as >> AS3. >> >> that would be in your case something like >> trace((loader.handle as Mesh).asAS3Class("MyMd2", "anims", true, true): >> copy the debug trace, and save in text editor using same classname >> "MyMd2.as"; >> >> once you import this class >> >> var myAnim:MyMd2 = new MyMd2(); >> myAnim.material = somematerial; >> scene.addChild(myAnim); >> myAnim.play(...); >> >> Look in uploads on google group, I recall Peter uploaded a little swf that >> does it for you... >> >> Fabrice >> >> On Mar 27, 2010, at 1:25 PM, dapdap wrote: >> >>> Hi, >> >>> Thanks for that Jerome, >> >>> Correct me if I'm wrong but I don't think you can import or export >>> animated Md2 files in Prefab? >>> (hopefully a future feature!!) >> >>> I'm making some progress using Sprite3ds which in itself is an amazing >>> Away3d feature. I'm sure I'll get it working how I want fairly soon. >> >>> D >> >>> On Mar 27, 12:26 pm, elguapoloco >>> <[email protected]> wrote: >>>> I am not sure of how your project is setup, but have a look at prefab >>>> and exporting an AS Class of your model. Once in flash, you can expose >>>> some of the functions in the generated class to control materials and >>>> use some thing like: >> >>>> var bird:Bird = new Bird(); >>>> bird.applyMaterial(myMaterial); >> >>>> IMHO, this is the way to go if you want to use run-time materials on a >>>> mesh. The actual mesh are usually small and once in AS they are >>>> compressed with the rest of the code. Yesterday, I converted 3 DAE >>>> file at about 90kb each to 3 AS Classes. Once implemented in my >>>> project, I didn't see a difference in the final swf file size!... Ok, >>>> maybe .4kb or so :) >> >>>> I exposed the meshes array, generated color materials and added mouse >>>> interactions on some of the parts to act as a navigation. I <3 prefab! >> >>>> Cheers, >> >>>> Jerome. >> >>>> And yes, I know, I owe you many beers Fabrice! >> >>> To unsubscribe from this group, send email to >>> away3d-dev+unsubscribegooglegroups.com or reply to this email with the >>> words "REMOVE ME" as the subject. > > To unsubscribe from this group, send email to > away3d-dev+unsubscribegooglegroups.com or reply to this email with the words > "REMOVE ME" as the subject. To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.
