Away3D Forum 2012-03-27T22:11:20Z Copyright (c) 2013 ExpressionEngine tag:away3d.com,2013:05:25 Load OBJ instead embed OBJ tag:away3d.com,2012:forum/viewthread/.2208 2012-03-27T22:10:44Z 2012-03-27T22:11:20Z Roland Hi,

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.

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Possible to animate the UV’s of a Skybox? tag:away3d.com,2013:forum/viewthread/.4354 2013-04-12T22:09:55Z 0 julespong Hello all, I’ve been trying to figure out an efficient way of “animating” a Skybox. I’ve created my own runtime rendered bitmap texture and implemented it in a custom cube texture for use in my skybox. That works, and if the GPU i’m using is beefy enough works pretty flawlessly.

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?

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Creating SubGeometry tag:away3d.com,2013:forum/viewthread/.4534 2013-05-24T06:20:27Z 0 Pokey Hello,

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 SphereGeometry10020080 ), 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

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Transform object from examples tag:away3d.com,2013:forum/viewthread/.4064 2013-03-01T15:53:25Z 0 goodm I’m trying to load a hellknight.md5mesh from Intermediate_MD5Animation example and transform one of the object skeleton joints by myself.

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.

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Bad performance with static scene (Away 4.1 Beta) tag:away3d.com,2013:forum/viewthread/.4539 2013-05-24T15:51:08Z 0 Radagast hello!

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

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Recently MovieClip is not updated over 3D in InternetExplorer tag:away3d.com,2013:forum/viewthread/.4538 2013-05-24T15:45:57Z 0 polig Recently I noticed one problem that MovieClip (Sprite layer) is not updated when 3D layer is displayed and rendered below the Sprite layer. if click on the screen, MC is updated just only once the moment. The problem occer only in InternetExplorer .

Is this a already known problem ?

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3DS Max AWD Export Not Exporting Animations? tag:away3d.com,2013:forum/viewthread/.4263 2013-03-25T19:20:46Z 2013-03-25T19:25:25Z guts Hello,
I’ve got an animated character model in 3ds max 2012 (64-bit). I am trying to export an AWD file with the animations intact, but what I end up getting is an AWD file with the mesh and texture but no animation.

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.

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Exporting to .obj in Maya 2012 and textures and materials desappear in Prefab2 tag:away3d.com,2013:forum/viewthread/.4457 2013-05-07T11:24:04Z 0 Mar Hi,

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

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Away3D contract work in the Bay Area tag:away3d.com,2013:forum/viewthread/.4527 2013-05-22T21:59:08Z 0 Rob Bateman Looking for Away3D developers for an interesting contract with a product company in San Francisco. PM a reply with rates and availability please. Some AWD experience and/or interest desirable

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Get colliding shape from AWPCompoundShape tag:away3d.com,2013:forum/viewthread/.4537 2013-05-24T12:32:12Z 0 62316e Hi,

I have 2 AWPCompoundShape with 10 child BoxShapes.

It is possible to know from AWPEvent.COLLISION_ADDED event which exactly child Shape has collided?

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