OK guys, let's torture Katopz to give us some Intel   :)

On Wed, Apr 28, 2010 at 9:45 PM, Philip Harvey <[email protected]> wrote:

> I like this idea, I use AMF a lot, and converting a MD2 to a AMF file to
> import sounds really nice.
>
> Phil
>
>
> On Wed, Apr 28, 2010 at 11:27 AM, katopz <[email protected]> wrote:
>
>> 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
>>
>
>
>
> --
> Phil Harvey
> [email protected]
> AIM: filrv
> ICQ: 354535
> GTalk: [email protected]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

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