Hmmm,

I don't know if to take that as a compliment or if thems fightin' words :O

J/k But, here comes the rain again.

A (the?) correct Facelink should work on animated models as well like in
this demo:
http://www.closier.nl/playground/facelink/facelink2.html

However, I don't think Fabrices code works right 100% of the time. When a
certain face in an animation faces a certain way (opposite? etc), the link
seems to rotate the object the wrong way.This may be one of the hardest
things to get right, since it's pretty hard to test.

The coolest thing about this feature to me is the ability to attached a gun
or backpack on a moving model for a game. You can then have tons of separate
models made that just magically "stick" to where they are supposed to be.
And there is the problem, it seems more like magic than something that is
possible :O

I have seen this feature in other 3d engines, not sure, but I think I
usually saw it as attach to vertice, not face.

Anyways I wanted to congratulate you for getting stuff to work so far, it
looks like it could be really handy!

-Peter "Party" Pooper :P


On Fri, Jun 25, 2010 at 11:09 PM, savagelook
<[email protected]>wrote:

> http://savagelook.com/blog/away3d/away3dlite-face-linking-take-2
>
> ok, there's my code using an ObjectContainer3D to keep the alignment
> correct.  I'm guessing there's a way to do it with upAxis, but it's
> beyond me until I do some 3d math studying.  Oh, and I left a little
> something special for you peter ;)
>
> On Jun 25, 11:36 am, Shawn <[email protected]> wrote:
> > Yes, that is how I would have done it with parenting :)
> >
> > On Jun 25, 6:02 am, savagelook <[email protected]> wrote:
> >
> >
> >
> > > Well, I think your code/math is over my head for now, but I get what
> > > you meant by parenting.  I put the source object and the linked
> > > objects inside an ObjectContainer3D and everything works as expected.
> > > This should suit my needs for now.  I've got a book on 3d math I
> > > ordered a little while ago that I haven't had time to dive into yet.
> > > Looks like this might be the catalyst for finally reading it.
> >
> > > On Jun 25, 8:22 am, savagelook <[email protected]> wrote:
> >
> > > > I'm looking at your code now to see how I can apply it, but what do
> > > > you mean by "use parenting" to solve this problem?  I'm open to
> > > > anything.
> >
> > > > On Jun 25, 3:59 am, Shawn <[email protected]> wrote:
> >
> > > > > I believe the problem is with the lookAt's upAxis. lookAt first
> points
> > > > > the z axis at the target and then tries to align a local up axis
> with
> > > > > the scene's Y_AXIS. So, as your faces move they keep adjusting to
> > > > > match their up axes with the scene's Y_AXIS.
> >
> > > > > Unless you want to use parenting, the only way I know to fix this
> is
> > > > > to use an "up object" to aim the up axis at after the lookAt has
> been
> > > > > done. I have a test of an up object with a link to the code here:
> http://moosemouse.com/up-object-test.html
> >
> > > > > I have been using this for something quite different so it may not
> > > > > immediately make sense to your project. But I *think* this is one
> way
> > > > > to fix your problem. It is late so I am calling it a night, but let
> me
> > > > > know if you would like further clarification.
> >
> > > > > Best,
> > > > > Shawn
> >
> > > > > On Jun 24, 8:08 pm, savagelook <[email protected]>
> wrote:
> >
> > > > > >http://www.savagelook.com/demos/normals_align/sandbox.html
> >
> > > > > > I started on the alignment but I had a problem.  For some reason
> the
> > > > > > planes keep rotating along the normals even after adding the
> lookAt()
> > > > > > call when I'm updating the linked planes.  Can anyone who knows
> 3d
> > > > > > math better than me explain why this is happening, its in the
> link
> > > > > > above.  Thanks, its driving me nuts and I can't figure it out.
> >
> > > > > > On Jun 24, 12:04 pm, savagelook <[email protected]>
> wrote:
> >
> > > > > > > Shoot, I forgot to mention I didn't do the alignment yet.  I'm
> gonna
> > > > > > > make another demo soon using planes to show the alignment part.
> > > > > > > Should look pretty neat with just the planes and an invisible
> source
> > > > > > > mesh.
> >
> > > > > > > On Jun 24, 10:44 am, Peter Kapelyan <[email protected]>
> wrote:
> >
> > > > > > > > Hmm it doesn't seem aligned to the face (those things should
> be turning too,
> > > > > > > > no?).
> >
> > > > > > > > On Thu, Jun 24, 2010 at 9:00 AM, savagelook <
> [email protected]>wrote:
> >
> > > > > > > > >
> http://savagelook.com/blog/away3d/away3dlite-normals-and-face-linking
> >
> > > > > > > > > normals and face linking in away3dlite.  The face linking
> is not a
> > > > > > > > > rolled up class like FaceLink in Away3D since the
> modifications were
> > > > > > > > > minimal.  I did make changes to Face.as to include a normal
> and center
> > > > > > > > > at creation time, so as long as you don't deform the mesh,
> everything
> > > > > > > > > should work.  If you do deform the mesh (like with as3mod
> or manually)
> > > > > > > > > you would just need to recalculate the normal and center
> for each face
> > > > > > > > > affected.
> >
> > > > > > > > > One note, katopz mentioned that you could access a face's
> vertices
> > > > > > > > > through face.mesh.vertices, but I never got around to
> trying that.  By
> > > > > > > > > doing that and maintaining your own vectors of face centers
> and
> > > > > > > > > normals, you could create this face linking code without
> making
> > > > > > > > > changes to Face.as, if you were so inclined.
> >
> > > > > > > > > On Jun 23, 11:37 am, savagelook <
> [email protected]> wrote:
> > > > > > > > > > Thanks for the insights katopz.
> >
> > > > > > > > > > For anyone interested I have just got face linking (on
> steroids)
> > > > > > > > > > working in lite.  All credit goes to the original
> FaceLink author as
> > > > > > > > > > 98% is just copied code from there.  The rest is just
> minor
> > > > > > > > > > computational changes using Vector3D in the absence of
> Number3D.  The
> > > > > > > > > > code I have now requires minor changes to Face.as, but
> I'm going to
> > > > > > > > > > see if I can also do it without changing the source and
> maintain a
> > > > > > > > > > good framerate.  I'll post it up once I have it all
> ironed out.
> >
> > > > > > > > > > On Jun 22, 3:38 am, katopz <[email protected]> wrote:
> >
> > > > > > > > > > > Hey guys
> >
> > > > > > > > > > > it's for speed reason, dot access is slower, so private
> _vertices is
> > > > > > > > > just
> > > > > > > > > > > bypass that dot and acting like referrer, you can saw
> bypass like this
> > > > > > > > > every
> > > > > > > > > > > where in lite libs
> >
> > > > > > > > > > > if you really want to access vertices you can use
> mesh.vertices and
> > > > > > > > > provide
> > > > > > > > > > > faceIndex for each face, or mesh.faces[index]
> >
> > > > > > > > > > > for normal comment out there is just under development
> for light
> > > > > > > > > somehow,
> > > > > > > > > > > it's not in my field btw
> >
> > > > > > > > > > > hth
> >
> > > > > > > > > > > On 22 June 2010 14:10, Michael Iv <
> [email protected]> wrote:
> >
> > > > > > > > > > > > I talked to Rob Bateman about this issue a few weeks
> ago in relation
> > > > > > > > > to
> > > > > > > > > > > > another class. He said that some properties became
> private in order
> > > > > > > > > to not
> > > > > > > > > > > > be exposed for a regular user .(Still don't
> understand a reason for
> > > > > > > > > > > > this).But you can still access most of these using
> arcane namespace.
> >
> > > > > > > > > > > > On Tue, Jun 22, 2010 at 6:56 AM, savagelook <
> > > > > > > > > [email protected]>wrote:
> >
> > > > > > > > > > > >> While I'm still hoping for answers to my questions,
> I wanted to note
> > > > > > > > > > > >> that I uncommented the normals code in the faces in
> away3dlite and
> > > > > > > > > it
> > > > > > > > > > > >> works well.  I also was able to use it to put basic
> face linking
> > > > > > > > > > > >> functionality into lite.  I'll post it up on my blog
> soon if any is
> > > > > > > > > > > >> interested.
> >
> > > > > > > > > > > >> On Jun 21, 11:33 am, savagelook <
> [email protected]>
> > > > > > > > > wrote:
> > > > > > > > > > > >> > Also, why are the vertices of faces now private
> with no getters or
> > > > > > > > > > > >> > setters?  Why were mapping coordinates used to
> calculate the
> > > > > > > > > normals
> > > > > > > > > > > >> > instead of the vertices like in Away3D 3.x?
> >
> > > > > > > > > > > >> > On Jun 21, 11:09 am, savagelook <
> [email protected]>
> > > > > > > > > wrote:
> >
> > > > > > > > > > > >> > > I would also like to know why the normals are
> commented out in
> > > > > > > > > > > >> > > away3dlite, as of the latest trunk revision
> (2613)?  In the mean
> > > > > > > > > time
> > > > > > > > > > > >> > > I'm going to use them and see if they work as
> expected.
> >
> > > > > > > > > > > >> > > On May 3, 1:33 am, Michael Iv <
> [email protected]> wrote:
> >
> > > > > > > > > > > >> > > > You are right , I just like to keep things
> sorted as much as
> > > > > > > > > > > >> possible .
> > > > > > > > > > > >> > > > Actually I thought also about Vertex Vectors ,
> but then
> > > > > > > > > desired to
> > > > > > > > > > > >> try this
> > > > > > > > > > > >> > > > out .
> > > > > > > > > > > >> > > > v1.normalize x2 IS TYPING MISTAKE   :)
> > > > > > > > > > > >> > > > Why they commented normal?
> >
> > > > > > > > > > > >> > > > Thanks For Help
> >
> > > > > > > > > > > >> > > > On Mon, May 3, 2010 at 5:24 AM, Ken Railey <
> > > > > > > > > [email protected]>
> > > > > > > > > > > >> wrote:
> > > > > > > > > > > >> > > > > So using the texture coordinates is a bit of
> an unorthodox
> > > > > > > > > > > >> approach.  I
> > > > > > > > > > > >> > > > > would take the cross product of two face
> edges and normalize
> > > > > > > > > that.
> > > > > > > > > > > >>  Beyond
> > > > > > > > > > > >> > > > > that, I am not sure why to are normalizing
> v1 twice (or even
> > > > > > > > > once,
> > > > > > > > > > > >> just skip
> > > > > > > > > > > >> > > > > it).  Also, that call to new Vector3D() when
> initializing
> > > > > > > > > normVect
> > > > > > > > > > > >> is
> > > > > > > > > > > >> > > > > wasted, since it gets overwritten on the
> next line.
> >
> > > > > > > > > > > >> > > > > Also, after a quick glance at svn it seems
> like the Face
> > > > > > > > > class had
> > > > > > > > > > > >> a normal
> > > > > > > > > > > >> > > > > at some point that is just commented out.
>  Maybe try using
> > > > > > > > > that?
> >
> > > > > > > > >
> http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/s...
> >
> > > > > > > > > > > >> > > > > On Sun, May 2, 2010 at 4:38 PM, Michael Iv <
> > > > > > > > > [email protected]>
> > > > > > > > > > > >> wrote:
> >
> > > > > > > > > > > >> > > > >> Hi Guys , I was looking for Normal Face
> Vector in Lite and
> > > > > > > > > found
> > > > > > > > > > > >> none . I
> > > > > > > > > > > >> > > > >> tried to write my own . From my check It
> seems working ...
> > > > > > > > > But I
> > > > > > > > > > > >> would like
> > > > > > > > > > > >> > > > >> to get a confirmation from Math
> > > > > > > > > > > >> > > > >> experts here  .
> > > > > > > > > > > >> > > > >> I used the tuvs to create 2 vectors on the
> Face plane, then
> > > > > > > > > did
> > > > > > > > > > > >> cross
> > > > > > > > > > > >> > > > >> product . Was that right ?
> >
> > > > > > > > > > > >> > > > >> Here is the code:
> > > > > > > > > > > >> > > > >> var face:Face=sp.faces[45];
> > > > > > > > > > > >> > > > >>                 var v1:Vector3D=new
> > > > > > > > > > > >> Vector3D(face.t0,face.u0,face.v0);
> > > > > > > > > > > >> > > > >>                 var v2:Vector3D=new
> > > > > > > > > > > >> Vector3D(face.t1,face.u1,face.v1);
> > > > > > > > > > > >> > > > >>                ...
> >
> > read more ยป




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