Oy, I'm out of my element here!  Thanks guys for the patience and
guidance.  My notes are just the ramblings of a programmer not
particularly proficient in 3d programming or 3d math, just one thats
finds it all very cool.

On Jun 27, 3:39 am, Shawn <[email protected]> wrote:
> I am probably opening myself up for my own Clark Griswold moment, but
> I took a shot at the FaceLinking in away3dlite. I tweaked the
> FaceLink.as from away3D the best I know how to get it to work with
> away3Dlite. I am not an expert programmer, but I *think* it works...
>
> Here is a test swf and some links to faceLinkTest.as and my tweaked
> for lite FaceLink.as :http://moosemouse.com/face-link-test.html
>
> Shawn
>
> P.S. - I don't really know the protocols for tweaking someone else's
> code, so if I have done something uncool please let me know.
>
> On Jun 26, 12:15 pm, Fabrice3D <[email protected]> wrote:
>
>
>
> > thats why the offset is made for, you can pass a negative offset as well,
> > but this also means that in certain cases the object would look like if its 
> > inverted.
>
> > > When a certain face in an animation faces a certain way (opposite? etc), 
> > > the link seems to rotate the object the wrong way.
>
> > Problem here is more of a visual perception kind than a math one I think.
>
> > > This may be one of the hardest things to get right, since it's pretty 
> > > hard to test.
>
> > actually, it remembers me I started wrote a "face" explorer just for this 
> > purpose a while ago for Prefab for a personal project, but never finsihed 
> > it.
> > may be I will as it seems the class is being used fairly often.
>
> > > The coolest thing about this feature to me is the ability to attached a 
> > > gun or backpack on a moving model for a game.
>
> > I've seen already pretty creative uses of it, but yes, tmp attached items 
> > such as guns while keeping independant object behavior were
> > the reasons why I wrote it in the first place :)
>
> > Fabrice
>
> > On Jun 26, 2010, at 3:52 PM, Peter Kapelyan wrote:
>
> > > 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...
>
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