Thanks for the tip! Currently experimenting on it

On Jul 13, 12:41 am, Fabrice3D <[email protected]> wrote:
> 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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