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!
>
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