It would not be in Away if complicated :)

Principle is simple.
you define a profile with Number3D's
in  Lathe, from there you just need to pass a rotation value, and adjust the 
x,y,z of the resulting mesh
in  PathExtrusion, the profile is repeated along the path definition.

example of a bucket using lathe (just saw this request this morning)
make 3 Number3D's defining a "L"
pass these to Lathe class and build. here you go, a nice custom bucket in 2 sec.
the higher the subdivision, the nicer the rounding of the shape.

Fabrice 

 

On Jul 13, 2010, at 7:50 AM, FDD wrote:

> Will look into it, I hope it isn't too complicated. Thanks
> 
> On Jul 11, 9:24 am, Fabrice3D <[email protected]> wrote:
>> Look on tutorials pages, classes names/imports might be different for  
>> 3.5 version but principle remains same.
>> 
>> Sent from an iPhone without Flash
>> 
>> On Jul 11, 2010, at 17:43, FDD <[email protected]> wrote:
>> 
>>> Hi Fabrice,
>> 
>>> Thank you for responding! I'm having some trouble using the Lathe and
>>> Path extrusion classes... can you please show me an example how I can
>>> generate a rounded wall?
>>> Much appreciated!
>> 
>>> FDD
>> 
>>> On Jul 11, 4:58 am, Fabrice3D <[email protected]> wrote:
>>>> Lathe would allow the rounded walls, PathExtrusion as well (you can
>>>> test in Prefab and even export the data or meshes).
>>>> If you have the vertexes shared per point on 2 extrusions, due to
>>>> roundings, they might differ, causing a flickering. Use the Grid  
>>>> class
>>>> to snap them. Then depending on your project use Merge, Weld. You
>>>> should then have a very large amount of artefacts fixed, if not all.
>> 
>>>> Fabrice
>> 
>>>> Sent from an iPhone without Flash
>> 
>>>> On Jul 11, 2010, at 11:48, FDD <[email protected]> wrote:
>> 
>>>>> I'm trying to make one or two walls curved, while the other walls
>>>>> straight (yes from top view), but i can't seem to find a way to do  
>>>>> it.
>>>>> I found a fix for the flickering triangles. i found out after some
>>>>> extensive googling that the issue is called "z fighting".. my issue
>>>>> got fixed by either Renderer.CORRECT_Z_ORDER (slow performance), or
>>>>> checking all sides/mesh and make sure bothsides isn't set to true
>> 
>>>>> On Jul 10, 11:05 pm, Rujia Liu <[email protected]> wrote:
>>>>>> what's the curved wall problem? you mean, the "top view" of your  
>>>>>> room
>>>>>> contains curves?
>> 
>>>>>> to prevent flickering/disppearing triangles, you may try
>>>>>> FrustumClipping (I
>>>>>> assume you're using RectangleClipping)
>> 
>>>>>> On Sun, Jul 11, 2010 at 1:53 PM, FDD <[email protected]>
>>>>>> wrote:
>>>>>>> Hi Jerome,
>> 
>>>>>>> Thanks for responding! I did consider using a 3d app to make the
>>>>>>> different room shapes, but I need the user to be able to modify  
>>>>>>> the
>>>>>>> dimensions (or the curvature of the rounded walls) , so I guess
>>>>>>> making
>>>>>>> the meshes at runtime seem more sensible (and faster, performance
>>>>>>> wise). The app wont need complex texturing anyway.
>> 
>>>>>>> Any other suggestions, please do let me know..  A the moment I am
>>>>>>> using skin extrude for the floor, and lineExtrusion for the  
>>>>>>> walls..
>>>>>>> looks right, but I notice some edges 'flicker'.  How does one
>>>>>>> prevent
>>>>>>> that flickering/disappearing triangles behaviour (sorry, I don't
>>>>>>> know
>>>>>>> how that behavior is called). Aside from that, I still have the
>>>>>>> curved
>>>>>>> wall problem.. any help/suggestion is greatly appreciated. Thanks
>> 
>>>>>>> FDD
>> 
>>>>>>> On Jul 9, 6:49 am, elguapoloco
>>>>>>> <[email protected]>
>>>>>>> wrote:
>>>>>>>> The example I have seen using Extrusion were pretty complex.  
>>>>>>>> For a
>>>>>>>> room like setup I would probably model it in a 3D App and then
>>>>>>>> import
>>>>>>>> in Away3D. This will also allow you UV map your textures, bake  
>>>>>>>> the
>>>>>>>> shadows and lighting, etc...
>> 
>>>>>>>> ath.
>> 
>>>>>>>> Jerome.

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