may be you could use Morpher? On Fri, Jul 16, 2010 at 7:12 PM, Darcey Lloyd <[email protected]>wrote:
> It now has shadows, photoshop radial alpha gradient as the shadow png > embedded. > > New version online and full source is available for download at: > > > http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/index.php?aid=118&index=3&subindex=3 > > Shadow png at: > > http://www.allforthecode.co.uk/aftc/forum/article_dev/away3d/FB3_SphereLookAtPoint/assets/shadow.png > > > Anyone able to point me in the direction of an example with source of how > to apply a bump map or elevation map for the globe? or point me in the right > direction. > > Cheers > > D > > > > > > On 16 July 2010 16:19, Darcey Lloyd <[email protected]> wrote: > >> An interesting effect I got here, I thought I would share with ya all, >> while I am trying to work the implementation of the shadows: >> >> http://www.allforthecode.co.uk/development/away3d/sphere_dev2/ >> >> >> D >> <http://www.allforthecode.co.uk/development/away3d/sphere_dev2/> >> >> >> >> >> On 16 July 2010 15:58, Darcey Lloyd <[email protected]> wrote: >> >>> Would be good if I put a shadow for the balls and to somehow sync them >>> with the distance they are from the globe. >>> >>> At a guess, a Plane using a movieclip material, then controlling its >>> scale via tweenlites onUpdate.... hmm >>> >>> >>> >>> >>> On 16 July 2010 15:33, Michael Iv <[email protected]> wrote: >>> >>>> LoL >>>> >>>> >>>> On Fri, Jul 16, 2010 at 5:30 PM, Peter Kapelyan <[email protected]>wrote: >>>> >>>>> Sharing is caring! Really nice example there. >>>>> >>>>> I like how if you go click-crazy you can totally wreak havoc with balls >>>>> on the earth. >>>>> >>>>> :) >>>>> >>>>> -Pete >>>>> >>>>> >>>>> On Fri, Jul 16, 2010 at 10:13 AM, Darcey Lloyd <[email protected] >>>>> > wrote: >>>>> >>>>>> I have cooked up a quick example and full source available for >>>>>> download on my site for all to use. >>>>>> >>>>>> >>>>>> http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/index.php?aid=118&index=3&subindex=3 >>>>>> >>>>>> Happy coding >>>>>> >>>>>> D >>>>>> >>>>>> >>>>>> >>>>>> On 16 July 2010 15:08, joebass <[email protected]> wrote: >>>>>> >>>>>>> Plus, it looks cool! >>>>>>> >>>>>>> On Jul 16, 9:25 am, Michael Iv <[email protected]> wrote: >>>>>>> > nice solution , no trig needed :) >>>>>>> > >>>>>>> > On Fri, Jul 16, 2010 at 4:17 PM, Darcey Lloyd < >>>>>>> [email protected]>wrote: >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> > > In with view.render(); I set camera.lookat(new Number3D(0,0,0)); >>>>>>> > >>>>>>> > > Then from MouseEvent3D took stageX,stageY,stageZ scaled the >>>>>>> normal of this >>>>>>> > > and tweenlite the cam x,y,z to the scaled normal x,y,z, the >>>>>>> lookat in with >>>>>>> > > render() handles the lookat. >>>>>>> > >>>>>>> > > code snippets: >>>>>>> > >>>>>>> > > // >>>>>>> > > >>>>>>> -------------------------------------------------------------------------------------------------------------- >>>>>>> > > private function render(e:Event=null):void >>>>>>> > > { >>>>>>> > > // keep camera looking at center of sphere >>>>>>> > > camera.lookAt( new Number3D(0,0,0) ); >>>>>>> > > view.render(); >>>>>>> > > } >>>>>>> > > // >>>>>>> > > >>>>>>> -------------------------------------------------------------------------------------------------------------- >>>>>>> > >>>>>>> > > some code inside main.as/mxml >>>>>>> > > // >>>>>>> > > >>>>>>> -------------------------------------------------------------------------------------------------------------- >>>>>>> > >>>>>>> > > // Set location of click target primitive (not added to view) >>>>>>> > > clickTargetPrimitive.x = e.sceneX; >>>>>>> > > clickTargetPrimitive.y = e.sceneY; >>>>>>> > > clickTargetPrimitive.z = e.sceneZ; >>>>>>> > >>>>>>> > > // Set center cube to look at clickTargetPrimitive >>>>>>> > > centerCube.lookAt(clickTargetPrimitive.position); >>>>>>> > >>>>>>> > > // Tween camera to scaled face normal of clickTargetPrimitive >>>>>>> > > var camTarget:Number3D = new Number3D(); >>>>>>> > > camTarget.scale(clickTargetPrimitive.position,0.3); >>>>>>> > > camTarget.add(camTarget,clickTargetPrimitive.position); >>>>>>> > > TweenLite.to( camera, 4, { >>>>>>> > > x:camTarget.x, >>>>>>> > > y:camTarget.y, >>>>>>> > > z:camTarget.z, >>>>>>> > > onComplete:rotationComplete >>>>>>> > > }); >>>>>>> > >>>>>>> > > // >>>>>>> > > >>>>>>> -------------------------------------------------------------------------------------------------------------- >>>>>>> > > private function rotationComplete():void >>>>>>> > > { >>>>>>> > > // doesn't do anything once set at start of script >>>>>>> > > stage.quality = StageQuality.BEST; >>>>>>> > > } >>>>>>> > > // >>>>>>> > > >>>>>>> -------------------------------------------------------------------------------------------------------------- >>>>>>> > >>>>>>> > > On 16 July 2010 13:25, Michael Iv <[email protected]> wrote: >>>>>>> > >>>>>>> > >> VERY NICE!!!!, Eventually what approach used for translating the >>>>>>> camera ? >>>>>>> > >>>>>>> > >> On Fri, Jul 16, 2010 at 3:20 PM, Darcey Lloyd < >>>>>>> [email protected]>wrote: >>>>>>> > >>>>>>> > >>> Here is the dev test so far: >>>>>>> > >>>>>>> > >>>http://www.allforthecode.co.uk/development/away3d/sphere_dev< >>>>>>> http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html >>>>>>> > >>>>>>> > >>>>>>> > >>> Still needs work but getting there, it now has: >>>>>>> > >>>>>>> > >>> - Rotation on drag - dead zone 40px on x and y >>>>>>> > >>> - Click rotate look at target using camera3D >>>>>>> > >>> - Click target sceneXYZ face normal for cube tween to location >>>>>>> > >>> - Owncanvas glow >>>>>>> > >>> - Sphere with transparent placement png for cloud rotation >>>>>>> > >>>>>>> > >>> nice little cpu killer, reload if the materials don't fully >>>>>>> load, found >>>>>>> > >>> this to be a tad unpredictable. >>>>>>> > >>>>>>> > >>> Next up, put it all in a container, do the same with the >>>>>>> container to >>>>>>> > >>> allow items added to the surface of the sphere to be rotated >>>>>>> instead of just >>>>>>> > >>> the spheres... lol I didn't think of this while building it >>>>>>> doh :p >>>>>>> > >>>>>>> > >>> < >>>>>>> http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html >>>>>>> > >>>>>>> > >>>>>>> > >>> On 13 July 2010 10:57, Michael Iv <[email protected]> >>>>>>> wrote: >>>>>>> > >>>>>>> > >>>> With some vector+ trig magic you can manage it. I would draw >>>>>>> a normal >>>>>>> > >>>> from the point of the sphere where clicked then scale that >>>>>>> point to the >>>>>>> > >>>> same distance as that of the camera from the sphere and then >>>>>>> tween the >>>>>>> > >>>> camera to that position.Would not use HoverCamera though , >>>>>>> just the regular >>>>>>> > >>>> one. >>>>>>> > >>>>>>> > >>>> On Tue, Jul 13, 2010 at 3:08 AM, Darcey Lloyd < >>>>>>> [email protected]>wrote: >>>>>>> > >>>>>>> > >>>>> I am leaning towards getting rid of it also ;) >>>>>>> > >>>>>>> > >>>>> I think I will just rotate the sphere on mouse click and drag >>>>>>> which >>>>>>> > >>>>> should save any translation, easier & quicker. >>>>>>> > >>>>>>> > >>>>> D >>>>>>> > >>>>>>> > >>>>> On 13 July 2010 00:53, Peter Kapelyan <[email protected]> >>>>>>> wrote: >>>>>>> > >>>>>>> > >>>>>> Super! >>>>>>> > >>>>>>> > >>>>>> Would I be a meanie if I said forget Hovercam? It's because >>>>>>> I don't >>>>>>> > >>>>>> use it, and it's easy to get any working with the regular >>>>>>> cam, plus it seems >>>>>>> > >>>>>> its giving you unneeded problems already. >>>>>>> > >>>>>>> > >>>>>> Maybe try the regular one? If you need help, let me know. >>>>>>> > >>>>>>> > >>>>>> -Pete >>>>>>> > >>>>>>> > >>>>>> On Mon, Jul 12, 2010 at 7:27 PM, Darcey Lloyd < >>>>>>> [email protected] >>>>>>> > >>>>>> > wrote: >>>>>>> > >>>>>>> > >>>>>>> Nice one Peter, I didn't think of that lol... Had target >>>>>>> objects >>>>>>> > >>>>>>> created from vertices, sceneX,Y,Z etc etc but didn't do >>>>>>> that lol >>>>>>> > >>>>>>> > >>>>>>> I have updated url using your suggestion... Just don't drag >>>>>>> rotate >>>>>>> > >>>>>>> the sphere or it's chaos. >>>>>>> > >>>>>>> > >>>>>>> >>>>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph. >>>>>>> .. >>>>>>> > >>>>>>> > >>>>>>> < >>>>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph.. >>>>>>> .> >>>>>>> > >>>>>>> Now to: >>>>>>> > >>>>>>> > >>>>>>> 1. Work out if possible to prevent HoverCamera3D from >>>>>>> zooming away >>>>>>> > >>>>>>> from the object when looking at the top or bottom. >>>>>>> > >>>>>>> > >>>>>>> 2. Work out translation of click location with >>>>>>> HoverCamera3D pan and >>>>>>> > >>>>>>> tilt angles. >>>>>>> > >>>>>>> > >>>>>>> Thanks >>>>>>> > >>>>>>> > >>>>>>> Darcey >>>>>>> > >>>>>>> > >>>>>>> On 13 July 2010 00:01, Peter Kapelyan <[email protected]> >>>>>>> wrote: >>>>>>> > >>>>>>> > >>>>>>>> If you placed an object in the middle of the Sphere, and >>>>>>> told that >>>>>>> > >>>>>>>> object to lookAt the position where you clicked, shouldn't >>>>>>> that object have >>>>>>> > >>>>>>>> the correct rotation? Not sure, but seems like it should >>>>>>> work. >>>>>>> > >>>>>>> > >>>>>>>> -Pete >>>>>>> > >>>>>>> > >>>>>>>> On Mon, Jul 12, 2010 at 6:55 PM, Darcey Lloyd < >>>>>>> > >>>>>>>> [email protected]> wrote: >>>>>>> > >>>>>>> > >>>>>>>>> Hi, >>>>>>> > >>>>>>> > >>>>>>>>> I am trying to work out how to look at a point clicked on >>>>>>> a sphere. >>>>>>> > >>>>>>> > >>>>>>>>> Here is where I am at so far: >>>>>>> > >>>>>>> > >>>>>>>>> >>>>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph. >>>>>>> .. >>>>>>> > >>>>>>> > >>>>>>>>> From what I gather I have two options: >>>>>>> > >>>>>>> > >>>>>>>>> 1. Move the cameras position and look at an object >>>>>>> created at the >>>>>>> > >>>>>>>>> point >>>>>>> > >>>>>>> > >>>>>>>>> or >>>>>>> > >>>>>>> > >>>>>>>>> 2. Rotate the sphere >>>>>>> > >>>>>>> > >>>>>>>>> The problems I am having are: >>>>>>> > >>>>>>> > >>>>>>>>> 1. The HoverCamera3D appears to have its position locked >>>>>>> it's x,y,z >>>>>>> > >>>>>>>>> cannot be modified.. or can it? I tried slapping >>>>>>> TweenLite on its x,y,z >>>>>>> > >>>>>>>>> properties and nothing happened. >>>>>>> > >>>>>>> > >>>>>>>>> 2. The HoverCamera3D tends to zoom out when looking at >>>>>>> the top and >>>>>>> > >>>>>>>>> bottom of the sphere which makes me think the best way to >>>>>>> do this would be >>>>>>> > >>>>>>>>> to rotate the sphere to prevent the object distance >>>>>>> change. >>>>>>> > >>>>>>> > >>>>>>>>> 3. Rotating the sphere using >>>>>>> MouseEvent3D.sceneX,sceneY,sceneZ (the >>>>>>> > >>>>>>>>> point of click) to face the camera, I appear to be >>>>>>> getting it look at 1 side >>>>>>> > >>>>>>>>> of the sphere only. >>>>>>> > >>>>>>> > >>>>>>>>> 4. I have also tried using some pythag to calculate the >>>>>>> angle I >>>>>>> > >>>>>>>>> need to rotate the sphere to look at the camera but using >>>>>>> > >>>>>>>>> sceneX,sceneY,sceneZ doesn't appear to give me the values >>>>>>> I need to work >>>>>>> > >>>>>>>>> with? or do they? >>>>>>> > >>>>>>> > >>>>>>>>> Any ideas on the best way to find the angle I need to >>>>>>> rotate a >>>>>>> > >>>>>>>>> sphere from it's click point? sceneX,sceneY,sceneZ to >>>>>>> look at the camera? >>>>>>> > >>>>>>> > >>>>>>>>> Any ideas on the best way to go about this? >>>>>>> > >>>>>>> > >>>>>>>>> Thanks >>>>>>> > >>>>>>> > >>>>>>>>> Darcey >>>>>>> > >>>>>>> > >>>>>>>> -- >>>>>>> > >>>>>>>> ___________________ >>>>>>> > >>>>>>> > >>>>>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>>>> > >>>>>>> > >>>>>>>> HTTP://AWAY3D.COM >>>>>>> > >>>>>>> > >>>>>> -- >>>>>>> > >>>>>> ___________________ >>>>>>> > >>>>>>> > >>>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>>>> > >>>>>>> > >>>>>> HTTP://AWAY3D.COM >>>>>>> > >>>>>>> > >>>> -- >>>>>>> > >>>> Michael Ivanov ,Programmer >>>>>>> > >>>> Neurotech Solutions Ltd. >>>>>>> > >>>> Flex|Air |3D|Unity| >>>>>>> > >>>>www.neurotechresearch.com >>>>>>> > >>>>http://blog.alladvanced.net >>>>>>> > >>>>http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>>>>> > >>>> Tel:054-4962254 >>>>>>> > >>>> [email protected] >>>>>>> > >>>> [email protected] >>>>>>> > >>>>>>> > >> -- >>>>>>> > >> Michael Ivanov ,Programmer >>>>>>> > >> Neurotech Solutions Ltd. >>>>>>> > >> Flex|Air |3D|Unity| >>>>>>> > >>www.neurotechresearch.com >>>>>>> > >>http://blog.alladvanced.net >>>>>>> > >>http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>>>>> > >> Tel:054-4962254 >>>>>>> > >> [email protected] >>>>>>> > >> [email protected] >>>>>>> > >>>>>>> > -- >>>>>>> > Michael Ivanov ,Programmer >>>>>>> > Neurotech Solutions Ltd. >>>>>>> > Flex|Air >>>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp:// >>>>>>> www.meetup.com/GO3D-Games-Opensource-3D/ >>>>>>> > Tel:054-4962254 >>>>>>> > [email protected] >>>>>>> > [email protected] Hide quoted text - >>>>>>> > >>>>>>> > - Show quoted text - >>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> ___________________ >>>>> >>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>> >>>>> HTTP://AWAY3D.COM >>>>> >>>> >>>> >>>> >>>> -- >>>> Michael Ivanov ,Programmer >>>> Neurotech Solutions Ltd. >>>> Flex|Air |3D|Unity| >>>> www.neurotechresearch.com >>>> http://blog.alladvanced.net >>>> http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>> Tel:054-4962254 >>>> [email protected] >>>> [email protected] >>>> >>>> >>> >> > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net http://www.meetup.com/GO3D-Games-Opensource-3D/ Tel:054-4962254 [email protected] [email protected]
