Katopz , looking at MDBuilder I fancy if it is not already implemented there . I mean you have already there serializing of DAE to MD2 bytearray . That means that I can , for example convert a bunch of DAE's this way , put them on a server then pull them into my App thorugh AMF and adding them to scene on receive after casting to MD2 ? What am I missing here ? (Quite new to all that formats conversion programming stuff)
Thank you 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]
