Nice one, very interesting, not heard about "morpher", I will look
into that.
I am thinking about trying to merge this:
http://www.closier.nl/blog/?p=62
running example at : http://www.closier.nl/playground/elevation.html
with the globe.
Closest so far I have come to getting anything like this working
correctly is my attempts at porting:
http://www.everyday3d.com/blog/index.php/2008/05/16/road-trip-papervision3d/
to Away3D, which results in:
http://www.allforthecode.co.uk/development/away3d/Away3DRoadPort/Away3DRoadTrip.html
Far from 100% as you would agree.
There also appears to be issues where the mesh disappears, seeing
through objects, z sorting is incorrect and clipping has gone mad
like, a better example of this can be seen at:
http://www.allforthecode.co.uk/development/away3d/Equaliser/BeatCube01.html
(see left side of eq and roatate in and you will see base plane
come through the cubes); Tried it with frumstrum and nearfield
clipping both the same.
It's just a shame there is no working example code and assets for http://www.closier.nl/playground/elevation.html
as it was made back in 2008 and it doesn't seem to be correct or
working now.
But cheers on the morpher info, very nice to have the ability to
morph the vertices from 1 set to another. I was thinking AS3Dmod but
I'm not sure it has this ability.
Thanks
D
On 18 July 2010 12:56, Michael Iv <[email protected]> wrote:
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
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]