Thanks so much for your time and ideas. Let me respond
to some of your critiques and advice.

I used to do a lot of 3d years ago. I had lost my upgrade licensing
to 3dsmax, so as I've re-injected myself back into this using swift3d,
which is no 3dsmax, but it's enought to make and export to .3ds
these relatively simple models. No collada. Swift3d is babyish
compared to what I used to to with max, but its all I got right now.

I've won awards for 3d - see http://www.vicware.com/flyover/vibaward.jpg
and you can see some of my old 3d stuff at http://www.vicware.com/inside.html.
All from early 90's.

1. Yes I used smoothed models.

2. The code for the video is straight out of demo file
Basic08_videowall.as.
I'm using simple aw3d planes with VideoMaterial (not MovieMaterial,
which seems to be superceeded by VideoMaterial) - maybe I should
be using MovieMaterial - I don't know.
i.e. I'm using mat1 = new VideoMaterial({file:"video/
tarts_and_flowers.flv",loop:true});

3. I'm running the video all the time because that's what my project
requires. (these current videos are just stand-ins for other video).
This is all flv's at the moment.

4. The text is using TextField3D - so it's all code - no models.
> Why not have the text in 2D above 3D not scaled like a tool tip, and
> just use 3D to position its x and y?
I'm not sure what you mean by this.

5. Some of the textures will be much smaller - the keyboard is
not modeled - it's just a a box with keyboard texture on it. Not
complex at all. There's only one model of computer, monitor,
keyboard, etc. The other computer sets are aw3d-coded clones.

6. This might look like a photoshop because this design is based
on a static image of a block diagram given to me by my client. The
client expects a fully animating version of his layout. I've been
trying to get a solution for this 3d version for 6 months. I think
aw3d is my last hope.

7. The sound volume is set for .05 - pretty low. I was going to use
the proximity coding (like in Basic08_videowall.as) so as you
move closer and farther away to the videos the volume will go
up and down). I will turn sound off for now.

8. I know I'm pushing the envelope, but I've made everything as
simple and small as possible. It happens that this project is
going to have about quadruple the items you see now, plus more
running videos, satellite signal animation going up and down
to the satellite, and a whole tooltip system for the text callouts.
And, I need to implement the collision system from Fabrice's
frustum room demo to control where user can hover in scene.
And, I haven't even dealt with lighting yet - probably have to
sim shadowing with the bitmaps.

So, this might be the most complicated thing anyone has tried
to do with aw3d. I'm going to continue as far as I can with it.

Getting back to my original post, I'm not too worried that things
work slowly because it's a dense project, but my one problem
remains - getting all the culling, clipping, and zsorting working
right.

Maybe I'm pushing my luck with this. But I'm trying. I've figured
out a lot in 2 weeks.

Thanks so much for your feedback.

Vic


On Apr 7, 6:26 am, Justin Lawerance Mills <[email protected]>
wrote:
> Are you setting smooth on materials eg: satallite?
> The material for the video are you using a collada model broken up  
> properly... ie a face for the video area so it has sharp sides, and  
> MovieMaterial with a video running inside the MovieClip on the stage  
> with the graphic for the rest behind, if you try to use a separate  
> Material for just the video you will have problems... why are you  
> running the video all the time that seems a bad idea - very heavy.  
> Did you try generating the bitmapData's before hand and swapping out  
> rather than creating at video bitmapdata at run time, another trick is  
> when you play video, tween scene to straight and play 2D video. are  
> you using h264 or flv and what have you encoded video at?
> I would expect that a lot of the Z problems might be solved by having  
> a single collada for each computer?
> Why not have the text in 2D above 3D not scaled like a tool tip, and  
> just use 3D to position its x and y?
> For stuff like the keyboard you need to make sure you chop the face up  
> long and thin, but too much detail for such a small thing?
> The large texture is trying to be graphics if you need vectors maybe  
> use five3d, but why not just have a single color?
> It's running 800x600 you would get better performance if you go down  
> to 500x500 viewport if you use a gradient for the floor and horizon it  
> can be larger than the viewport and make the scene look larger, that  
> way you don't have to move the floor.
> I have not used away3d for this complexity but I think your not  
> designing it for 3D... it looks like a designer has designed a nice  
> static with photoshop or 3d package without designing around  
> limitations... ie complex keyboards etc... but not making best use of  
> interaction but putting lots of sharp straight lines that don't well  
> in 3D, I mean your trying to do a lot to less effect, but you look  
> like your getting there, well done on all the work so far, I am sure  
> some of the technical guys can advise on detail... I am just saying  
> that good 3D design can reduce technical issues.
>
> ps please add a mute button!
>
> Good luck
>
> ;j
>
> On 7 Apr 2010, at 08:09, Vic wrote:
>
> > If you look at my work site:
> >http://www.vicware.com/flyover/FlyOver03.html
> > You'll see the current condition of my project.
>
> > I have to say that the algorithms governing rendering is
> > not working as well as I was hoping after 2 intense weeks
> > learning aw3d.
>
> > I've tried all the tricks to get clean rendering (pushfront/back,
> > canvas, z_order rendering (which really slows things down),
> > everything. I was really dissapointed in the z_order stuff,
> > which for this scene didn't work well at all. (the keystrokes
> > that work in frustum room demo still work (i.e. r,n,f,z).
>
> > If you move around the scene, you'll see missing faces and
> > unexpected z mistakes. So I have to evaluate whether I can
> > continue with this or wait until some of these issues are resolved.
> > The 3dtextfield perimeter bug is difficult to get by, but I need it to
> > work right (otherwise I'll have to spend a lot of time creating 3ds
> > versions of lotsa text - I don't want to lengthen download times).
>
> > So, I will try some more, but I may not be able to make it
> > work for me right now.
>
> > I still think you guys are doing great work.
>
> > Vic
>
> > --
> > To unsubscribe, reply using "remove me" as the subject.

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