I will give a check to this at the weekend.

On Thu, Apr 29, 2010 at 5:32 AM, katopz <[email protected]> wrote:

> it's 0% progress there for MDF and i'll start implement on that when i've
> free time
> which mean not so soon ;) so feel free to make it from scratch
> you can use MDZBuilder for guideline there, it's already half way i think
> your job is find the way to externalize class to AMF format and read it
> back
> and more further to pack them in one piece like MDZ is export as SWF that
> contain mesh+texture inside, should look like this for comparison
>
> MDZ = ZIP = [MD2_0, Texture_0, MD2_1, Texture_1,...]
> AWF = SWF = [MDF_0, Texture_0, MDF_1, Texture_1,...]
> MDF = AMF = mesh and/or animation as MD2 which externalize
>
> lol look like i just add another format there ;p
> whatever, it's just quick idea , the format name can be change later
> maybe MDA instead of MDF, bal bla bla, name is another fun part ;D
>
> fyi claus already did swf export here http://wiki.github.com/claus/as3swf/
> good news is after this format done, it's all native flash things
> which mean you can use this for other engine in future that use
> flash native 3d too (if we do it right way, keep balance with native)
> except animation part that's still need extra class to handle ;)
>
> all this running fine in my head, so if you want to help just do it, here's
> all i got now ;)
>
>
> On 29 April 2010 01:45, Michael Iv <[email protected]> wrote:
>
>> Katopz 3.4 looks interesting , where it stands currently ? What help do
>> you need ?
>>
>>
>> On Wed, Apr 28, 2010 at 9:27 PM, 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
>>>
>>
>>
>>
>> --
>> 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
>



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

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