fyi in case someone miss my blog ;)

http://sleepydesign.blogspot.com/2010/03/away3dlite-md2-and-mdz-builder-from-dae.html

and it's just beginning, you can expect a lot more to come eg.

1. MDJ = MD2 + textures in JSON format , nothing to be excite it's just
store mesh and texture path
2. MDJBulder = build MDJ just like MDZ but as JSON
3. MDF = MD2 that build as AMF format, expect 0 parse time compressed binary
format
4. MDFBuilder come along obviously!

1, 2 is already in svn (lite builder) and use in real project for custom
character and save it back
some clean up need there

3, 4 is in my head anyone want to help me on MDF things feel free to be my
guest ;)
trust me it's fun! ;D

cheers!

On 29 April 2010 01:07, Ken Railey <[email protected]> wrote:

> I am not sure I fully understand what you are proposing.  Collada is pretty
> explicitly XML, and it is the step of recursively walking the XML and
> building all of the associated away3d structures that takes the most time.
>
> If you are suggesting loading and storing that XML in an initial byte
> array, that won't significantly alter anything since it still has to become
> XML at some point.
>
> If you are suggesting converting the Collada to some intermediate binary
> format, then parsing *that* at runtime, that could potentially be fast.  In
> this case we are no longer loading a Collada at all, but some specific
> one-off format though.
>
> I thought I saw some discussion on this list about an away3d specific model
> format, but I haven't had a chance to check it out.  One potential approach
> could be to make that format parse really quickly, and just convert Collada
> (or other) meshes to that for deployment I suppose.
>
> -Ken
>
>
> On Wed, Apr 28, 2010 at 12:24 PM, Michael Iv <[email protected]>wrote:
>
>> That is a very useful info you fetched here . So let me ask you something:
>> if the parser is going to read from bytearray , do you think the parse time
>> would get shorter? Or it can't read from bytearray at all and in this case
>> we have to deserialize the data as DAE and then parse , and then nothing
>> changes?
>>
>>
>> On Wed, Apr 28, 2010 at 8:18 PM, Ken Railey <[email protected]> wrote:
>>
>>> Well I can only speak for my own projects, but in my case with a large
>>> animated Collada file the loading is measured in ms, while the parsing is
>>> measured in seconds (sometimes approaching 10, depending on the mesh
>>> complexity).
>>>
>>> I am also interested in any techniques anyone has found to speed up the
>>> parsing step, particularly in the animated Collada case.  It seems like
>>> exporting the model directly to as3 using something like Prefab would be a
>>> significant win, but I don't believe that animations are supported
>>> currently.  At least, they weren't the last time I attempted to test it.
>>>
>>> -Ken
>>>
>>>
>>> On Wed, Apr 28, 2010 at 7:50 AM, Michael Iv <[email protected]>wrote:
>>>
>>>> Thinking of what you have just said my question is how much of those 3
>>>> seconds is loading time vs actual parsing(supposing that you load your
>>>> models) ? Because if i bring in serialized model file with bytearray , it
>>>> still needs to get parsed , but if the loading part is swift we can spare
>>>> more time on the whole routine .
>>>>
>>>>
>>>> On Wed, Apr 28, 2010 at 3:29 PM, tarwin <[email protected]> wrote:
>>>>
>>>>> If you've got animation in there you're up against a whole other
>>>>> problem. One thing I've been looking (actively working on) at is
>>>>> loading one Collada animation and substituting Vertex data (just a
>>>>> quick replace in the XML) for the model I want, then using a hack of
>>>>> Katopz' MD2Buidler creating AnimatedMeshs out of it. The two slowest
>>>>> parts here are the parsing of the Collada and then the creation of the
>>>>> AnimatedMesh, but I think (and this is where I'm still unsure)
>>>>> creating some kind of pre-parsed Collada format might help a lot here.
>>>>>
>>>>> The idea is to build a serialized version of the Collada object
>>>>> (Away3D object) that I can build into a Collada super quick, rather
>>>>> than building it directly from the XML which is super slow (mostly
>>>>> because XML reading is slow). If you have the serialized Collada
>>>>> object in memory already hopefully you could just replace parts of it
>>>>> (vertex data) and have it done super quick.
>>>>>
>>>>> It currently takes over 3 seconds to process a Collada and then create
>>>>> an AnimatedMesh (1500 verts, lots of bones and 5 seconds of animation)
>>>>> but I'm guessing this could be cut down quite considerably if you have
>>>>> the cached Collada (maybe 1 second which could then be hidden with
>>>>> some kind of transition).
>>>>>
>>>>> Thoughts anyone? How would YOU hold Collada info to create one
>>>>> quickly, but also minimize file size? How about just creating a Class
>>>>> wihich has a bunch of lines like:
>>>>>
>>>>> // not working code, just a quick idea !!
>>>>> c = new Collada();
>>>>> m = collada.addMesh(Vector(123,43,.34,-34,34,-343));
>>>>> m.addBones(Vector(123,43,.34,-34,34,-343));
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Michael Ivanov ,Programmer
>>>> Neurotech Solutions Ltd.
>>>> Flex|Air |3D|Unity|
>>>> www.neurotechresearch.com
>>>> Tel:054-4962254
>>>> [email protected]
>>>> [email protected]
>>>>
>>>>
>>>
>>
>>
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|
>> www.neurotechresearch.com
>> Tel:054-4962254
>> [email protected]
>> [email protected]
>>
>>
>


-- 
Regards
-----------------------------------------------------------
katopz, http://sleepydesign.com
Away3D and JigLibFlash Developer Team

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