Im using the embed method to load my obj models, and all comes fine, but the problem is that all the data is loaded when the swf is opened, so my project became really heavy to load at the first time. I would like to load the obj only when I need it, but i have no sucess.
I would like to change this:
[Embed(source=”/../embeds/myobj.obj”, mimeType=“application/octet-stream”)]
private var _myobj:Class;
private var _loader:Loader3D
Parsers.enableAllBundled()
_loader = new Loader3D();
_loader.loadData( new _myobj());
_loader.addEventListener(AssetEvent.ASSET_COMPLETE, loadComplete);
public function loadComplete(event:AssetEvent):void
{
trace(“sucess!’) //its fine
_model:Mesh = event.asset as Mesh;
_model.material = myMaterial
view.scene.addChild(_model);
}
to this:
Parsers.enableAllBundled()
_loader = new Loader3D();
_loader.loadData( new URLRequest(’/../embeds/myobj.obj’));
_loader.addEventListener(AssetEvent.ASSET_COMPLETE, loadComplete);
public function loadComplete(event:AssetEvent):void
{
trace(“sucess!’) //no feedback :(
_model:Mesh = event.asset as Mesh;
_model.material = myMaterial
view.scene.addChild(_model);
}
Someone can helpme with this?
Thanks in advance.
However, that’s obviously not ideal. I’m curious if it’s possible or if anyone has tried using the “animated UV’s” approach to updating a CubeTexture/Skybox. I added a get geometry method to the Skybox, and then tried to use SubGeometry.scaleUV() to no avail. It would seem the Skybox’s SubGeometry doesn’t have any UV data. So I’m not sure if this is the right approach. Any ideas?
]]>I have been trying to manipulate UVs of a sphere mesh but I cannot figure out how to convert the CompactSubGeometry to a SubGeometry so I can call updateUVData().
var mold:Mesh = new Mesh( new SphereGeometry( 100, 200, 80 ), new TextureMaterial(Cast.bitmapTexture(surfaceDiffuse)));
When I run:
trace((mold.geometry.subGeometries[0]));
I get
[object CompactSubGeometry]
which does not support UV manipulation as far as I can tell. I am stuck.
Any help would be greatly appreciated.
TNX
]]>I mean I want to not using animation, by change the rotation of hand or leg in enterFrame loop.
Is it possible?
Thanks for any help.
We encountered serious optimisation problems with static (!!) scene.
Scene was prepared in 3dMax 2012 and exported to awd2. Its build from 12 meshes, 83240 poly (not so much).
No even single animation, no lights, no shadows. Just static scene.
I checked with GPU-Z
On my integrated graphics card i have 1150 Mhz GPU Core-Cloak (max) and 95%-99% GPU Load
http://www.test.taern.com/performanceTest/away.html
The same scene exported to Unity gives 350-650 Mhz GPU Core-Cloak and 45% GPU Load (and includes lights)
http://www.test.taern.com/unity/export.html
Is there any way to improve performance with Away ? or its Flash limitation?
Too complicated geometries? too much meshes with alpha (trees)?
I discovered that setting alphaBlending=false on tree Textures gives some boost but we cant make
nice trees without alpha (tree textures are transparent png).
http://www.test.taern.com/performanceTest/noAlpha.html
that gives performance 650 Mhz GPU Core-Cloak and 60%-65% GPU Load
But unity is still better here ;/ and we need that alpha… What can we do?
Any help will be most appriciated
Radagast
Is this a already known problem ?
]]>I’ve added a sequences.txt file in the same folder where the .max file is and where the awd file is being saved.
The sequences.txt file contains the animation frames:
idle 26 313
walk 322 255
The animations play fine in 3ds max, but the flash preview shown after exporting the AWD file does not play any animations. The animations are nowhere to be found when opening the AWD file with Prefab3D either. What am I doing wrong here? Cheers.
]]>I am making an export of a car from Maya 2012 to Prefab2 with Obj exporter and it doesn’t include de textures or materials in it. A window pops up saying:
Oops! Issues were found during the parsing of this file:
1 subgeometry was found to have uv values out of bounds (0-1).
Repeat was set to true on the material using these uvs.
—————————————————————
List of meshes with uv changes:
—————————————————————
- Item x, material Submesh: 0, set repeat to true.
It keeps saying the same with every item that has a material established in Maya 2012.
I’m new in Maya and Prefab, can anybody help me please? It’s much easier for me to work the texture in Maya since I don’t know much AS yet, and Maya’s similar to other 3D programs I know. Is it a problem with exporting to many meshes in .obj format or should I export one by one each and every material to Prefab?
My goal is to be able to use a car made in Maya 2012 and finally have it in Away3D all finished, with textures and lights, and dynamic material reflexions (I don’t know if I used the correct words, sorry)
Thanks a lot, I would really mucha appreciate your help
]]>I have 2 AWPCompoundShape with 10 child BoxShapes.
It is possible to know from AWPEvent.COLLISION_ADDED event which exactly child Shape has collided?
]]>