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February 12th, 2009
Away3D has always been about practical features and easy implementation. The 2.3 release takes this to new levels, adding variations on this theme in nearly all areas of the engine, from core functionality to workflow tools to geometry generators to shading tools, as well as now offering two fully supported versions, one for Flash 9 and the other for Flash 10.

One of the key core features added in this release is full support for frustum and nearfield culling, as well as object culling for standard clipping which can help with rendering speed for large outdoor scenes. The above demo illustrates how this can also be beneficial for interior scenes where regular rectangle culling causes artifacts - use the mouse and cursor keys to navigate the room and the keyboard shortcuts listed in the demo to compare between old and new clipping techniques. The source for this can be found bundled with the demos download from the downloads page as can the source for the 2.3 version, or directly from the svn.

Normalmaps have been available in Away3D for a while now, but version 2.3 adds a new set of tools that can help you with their generation and/or manipulation. This will become even more useful in upcoming enhancements to the Flash 10 version of Away3D. The above demo shows what can be done with the new system, full details of how this was accomplished and more examples can be seen by going here and here.

BezierPatch is a new geometry generation tool that allows you to create bezier surfaces programatically. The above demo shows an example of where this can lead - with possibly the most famous bezier surface ever produced ;)
Full documentation for using this system will be released soon, along with a visual tool for aiding the generation of bezier surfaces by hand.

Awaybuilder is a productivity tool that allows you to set up scenes created in the 3D modelling software as realtime 3D scenes for the web. You can set up your project with objects, materials, cameras and their properties, then play it back online without the need for extensive programming or recompilation.

Awaybuilder comes with a custom parser for Maya scenes saved as Collada files. For Maya users, this can dramatically speed up your 3D workflow, as it allows you control geometry, materials, and even camera viewports and interaction directly from the 3D application. The above scene was created in Awaybuilder using the Maya plugin, and is available for download as a demo in the 2.3 release. You can click on the cards to navigate in or out of the scene. More plugins for other software packages will follow in future releases.
Some other feature highlights in this release include:
- Interchangeable camera lenses to allow for different types of projection
- All values allowed for stage properties “align” and “scaleMode”
- Improved memory management
- Improved extrusion tools
- ROLL_OVER/ROLL_OUT events added to MouseEvent3D
- Billboard mesh objects for fast 2d sprites
Of course, we will be working to provide some assistance in learning these new features in our tutorials section over the coming weeks. Plus there will be a lot more demo source coming soon in the demos download. keep an eye on our mailing list for updates, including where to find the flash 10 upgrade, which should be released in the next few days. In the meantime, enjoy the new release!
The Away3d Team
December 24th, 2008

Inspired by the fantastic new Audi VDT site produced by ArtificialDuck using Away3d, I decided to go on a little exploratory tour of the current Away3d codebase to see what could be done about fast(er) rendered 3d particles.
My results use a new set of classes soon to be uploaded to the trunk in the 2.2.6 dot release of Away3d - basically with this update it will be possible to create single 3d objects containing many particles, greatly reducing the number of matrix calculations required for rendering a collection of particle objects (or billboards as they’re more commonly known).
The above test is a bit of an extreme case so may run slow on older machines - 4096 stars are being rendered independently per frame, with a bit of mouse-influenced movement nicked from the Audi site ;) The classes have yet to be properly optimised, but I hope to be able to provide full source soon along with an update to the Away3d trunk once things are complete. In the meantime the demo had a bit of a festive look to it so seemed fitting to release over the winter break. Hope you like and merry christmas!
*****Update*****
Source is now available for the demo above via the usual right-click menu or this direct link. You will require the latest trunk version of Away3d from the svn, version 2.2.6. On a side note, the default demo now renders 1024 stars to get a smoother framerate. With this number of billboards, things fly!
September 27th, 2008

At the risk of starting something of a tradition, it’s time once again to take you for a little ride. RailAway Express is a ticket for a unique travel into the realm of Away3D 2.2 and it’s new runtime model generation and animation features. Its probably our last Flash 9 demo too.
Almost everything you see along your journey in this 780 kb all in demo is code generated.
A special thanks goes to Andre Michelle and Joa Ebert for their help on the sound dynamics.

Some of the new features in 2.2 include:
Collada bones support and improved features
Triangle caching
Bounding box and bounding sphere calculations
PathExtrude, PathAnimator and PathDuplicator
Simple shadows
Object based renderers
Obj Exporter
ElevationModifier
Elevation2AS3
Full update details have been posted on the AWAY3D mailing list. You can get the source files by accessing our svn repository or going to our downloads page.
Syntax highlight component for Flash CS3/CS4 added.
Documentation will be updated within the next few days

So turn up your speakers and enjoy a wild ride into the realm of Away3D 2.2!
The Away3D Team.
More info on our group here…



April 15th, 2008

AWAY3D 2.0 IS HERE!
Our new release may bring out the explorer in you, with features allowing a lot more expansive 3d possibilities. Here we present an atmospheric oddessey taking the reliable formula of a crash-landed spaceship and an alien world… Green Planet.
Now you can realize your 3D world like never before in Flash.

Some of the new features in 2.0 include:
- Simulated phong shading (with blinn-phong specular highlights)
- Environment-mapped materials
- Normal-mapped materials (an open source first for Flash)
- Z-depth filter for large outdoor scenes
- Fog filter
- Straight-to-bitmap rendering for fast scaled views
- Surface caching for fast rendered lights
- Package refactor for easier learning of basic classes
Full update details have been posted on the AWAY3D mailing list. You can get the source files by accessing our svn repository or going to our downloads page

Handling the rendering of over 13000 polygons, 16 animated and interactive models with surface tracking, and a cool soundtrack composed by Atom(bang), this is a demo unlike anything else… so turn up your speakers and enjoy a new kind of ride into the realm of Away3D 2.0!
The Away3D Team.
More info on our group here…
March 5th, 2008
We’ve now completed the main part of the refactoring work on rendering pipeline for upcoming Away3d 1.9.5. Now user has possiblity to render either to a sprite (SpriteView3D) or select the BitmapView3D which renders to a Bitmap. This can then be used as a normal DisplayObject or you can request a direct access to the rendered output for post processing etc.
Jalava, our new team member, quickly whipped together some post processing effects from using evoengine from Evoflash and slapped it together with Away3d.
Here is the result.Bitmap Rendering Demo

As you can see, it is pretty easy to add different post processing effects on the away3d engine when you can get everything rendered to a bitmap.
In here we are doing about 20 fullscreen bitmapData#draw calls to render postprocessing plus we are rendering about 1200 polygons fully textured with precision bitmap material.
the Away3d Team
February 23rd, 2008
If your looking for somewhere to relax (and I know we are!) after a hard day coding with Away3d, then why not try the latest online virtual-zen environment: The Away3d Temple
The beautiful ambient music is composed by Atom(bang)

This demo weights only 204 kb with fully code generated meshes, and combines Flash’s power to reuse, alter, and mix sources with the latest Away3d tools.

We are busy building tutorials and the source of this demo will be available soon across a series of posts in a new section of the away3d site.

Many of the new features in the latest Away3d version are present in this demo, which is part of the reason it will be used as an extended tutorial. A full feature update will be announced on our mailing list, but the highlight additions include:
- new AnimatedBitmapMaterial for processor-saving animations
- new extrusions classes for creating many different shapes on the fly
- new BitmapFileMaterial for automatic loading of a material
- added autoloading textures functionality in collada and 3ds importers
- new extended 3ds importer
- added 2d rotation on Sprite2d and Sprite2DDir
- new importer for google sketchup (kmz) files
- improved md2 importer
- added md2 animated to as3 exporter

The 1.9.4 source has been tagged and can be downloaded from the svn repository, or as a zip file from the Away3d downloads section.
If you would like to follow the progress of future Away3d updates, please feel free to join our mailing list
Hope you enjoy!
the Away3d Team
January 25th, 2008

After straight segments extrusion it was time to play with the rounded stuff.
This Lathe class allows you to rotate 2 or more 3D points arround the axis of your choice or using an offset if needed, you can add more rotations in order to generate springs, phonecords or screws… and like the segment extrude class it supports multiple textures and you can add thickness to the geometry as well. Very handy to show some exploded views of parts, educational stuff… or some melons!
This little technical demo shows the most common use of the class. Press on the model to change the points randomly.

For this one: Lathe+tweek properties+md2 generator = 30 sec work!

If you wonder why there are no forks or spoons in the situation demo, that’s because I wanted to use exclusively the Lathe class to build it!
All the objects you see here are just generated with one line of code and an array of Number3D’s.
Of course, the idea is to use other forms, models, primitives but…. I just couldn’t resist!
More extrudes classes are coming…
PS: Jerome, it was too late to couple it with WoW, will try it in next one!
Note: For some weird reasons, these demo’s will play only with the latest player installed on your machine. (9,0,115,0). As soon as I’ve figured out why, I’ll update them.
January 18th, 2008

In order to build a complex scenery and keep it low poly, you need to have good 3D skills and a good modeller. For many that’s just too much to ask. As a result, I read threads everyday, on lists and forums, on how to load those elephant xml files…
I think it’s just bad practice to build whole scenes that way, specially when it comes to Flash.
And here comes the problem:
What else?
Personally I think that’s one the biggest challenges, offering tools that helps to reduce loading problems and offer more flexibility to the way we work.
So here’s my first contribution in that direction, this demo shows one of the classes I’m working on.
The class allows you to create extrudes from points, like a fence around a house, walls, a city block, charts elevation, some surrounding forest, sky trips or … a maze! You can define elevation on 3 axis, thickness, add one or more materials per segments, be able to generate one mesh from one or more point definitions, subdivisions per segments so you can control the polygon count, be able to decide if texture(s) covers whole geometry or per segments, you can hide some sides…
Last but not least, this option costed me almost a total rewrite of the class: it respects the thickness no matter the angle of the next segment.
Here is a 2d representation of the algorithm.
 
Of course one class is not enough… so more are coming!
December 20th, 2007

In order to animate in Flash3D you need to use pretty advanced 3D tools to generate and export animation data. For many it’s just a bridge too far.
And even for the professionals, it often cost too much development time. And because of this, many choose not to animate at all. I think that’s a shame.
During the last weeks I’ve worked on many new features for Away’s native animation system, and together with other team mates have spend lots of time looking at ways to ensure easyness of use for the pro user as for the starter.
I’ve tried here to build in a few of those handy features in this demo:
- Path animation system. Both the camera are on a path in this case.
- The animated hummingbird is animated automatically by Away’s animation system, (as you will see bellow with the cube example, it’s very easy to accomplish the same thing natively now).
- Target following: The camera follows the bird according to its position.
- AlignToPath: Both camera is automatically oriented as it moves on the path.
- And of course the tiling feature in action.
Note that this demo is not using Away’s 1.9 but my good old workhorse dev version of the engine, so expect about 30-35% more speed with the 1.9.x and higher! Why? Simply because we haven’t ported the tiling in the latest version yet!
And of course i want to thank Peter Kapelyan for the HB model, Meowza for the bird texture and not to forget the beautifull music done by Atom(bang)
Here a little demo that shows how the bird is being animated. In this case i use cubes, just to show you how easy this is. Just click the cube to see it.

private function makeBoxeAnimation():void
{
var mat:IMaterial = new BitmapMaterial(myBitmadata, {});
var cube = new Cube({width:350, height:350, depth:350});
var cube2 = new Cube({width:500, height:50, depth:250});
var cube3 = new Cube({width:150, height:450, depth:50});
var cube4 = new Cube({width:650, height:250, depth:550});
_anim = new Animator(cube, [{vertices:cube2.vertices, prefix:"cube01"},
{vertices:cube3.vertices, prefix:"cube02"},
{vertices:cube4.vertices, prefix:"cube03"},
{vertices:cube2.vertices, prefix:"cube04"}] ,
{material:mat, y:0, x:0,z:0,bothsides:false});
this.scene.addChild(_anim);
_anim.play({prefix:”cube”, smooth:true, loop:true, fps:.5});
//let the fun begin
stage.addEventListener(Event.ENTER_FRAME, this.refreshScreen);
}
private function refreshScreen(event:Event):void
{
_anim.rotationX += .5;
_anim.rotationY += 1.5;
_anim.rotationZ += .5;
this.view.scene.updateTime();
this.view.render();
}
Fabrice
December 19th, 2007
Gosh,
I never knew coding can be fun! Of course I am interested in making games, so I needed some smoke and particles. I made my last demo ALOT better, but because I spent like 1 week staring at it (yes time wasted), instead of coding- just staring! I have concluded that making games in Away3d is not only fun, but addictive :)
So here is a better example of Depth of Field, Filters, Blendmode (the smoke), a Constant Emitter (the smoke), and even some cool TIME-STOP feature so you get to catch all that goodness, and get to see the correct Z sorting between the particles. Ok now that I can breathe after that last sentence- click away! and have fun :)
Please leave a comment, I will appreciate it!


December 17th, 2007

One of the things I was missing the most in the API was the ability to tile the textures. This allows you to repeat an image on a model with no overlaps and no gaps. The best illusion can be of course achieved by using a seamless image.
Sea surface, deserts, endless roads etc… As you will discover in this demo, it looks like infinite planes are coming to Flash.
Making a material with tiling properties is pretty easy too:
var mat:IMaterial = new BitmapMaterial(myBitmapdata,{ repeatH:2, repeatW:2});
I’m already curious to see what will be done with this new feature!
Fabrice
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