Thanks Fabrice for the info I guess I'll know how it effects my swf size when I have a go at converting the md2s to classes.
Just a quick follow up on your comment about the md2 generators and some being better than others. Have you any recommendations/ preferences for clever md2 generators? At the moment I'm using Milkshape. I can imagine your todo list is pretty long:) but keep up the great work - we all appreciate it!! Cheers D On Mar 28, 11:15 am, Fabrice3D <[email protected]> wrote: > 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.
