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]

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