Away3D Forum 2013-01-17T00:30:10Z Copyright (c) 2017 ExpressionEngine,2017:05:20 Call for Away3D showcase content for GDC SF,2013:forum/viewthread/.3832 2013-01-16T16:23:05Z 2013-01-17T00:30:10Z Rob Bateman Are you currently working on an Away3D game that is due to be released in the next couple of months? Perhaps you are working in company that is planning an alpha or beta release of their game, or maybe you are publishing you’re own personal assault on the 3D gaming world?

From casual coffee-break to frenetic arcade action, hardcore RPG to social-networked heaven, if any of the above is true, then we would like to hear from you to help us compile a list of eligible showcase material for the upcoming GDC conference in San Francisco (Mar 25th - 29th). Rules are simple - the game must use Away3D in some form and must have an available version to play by the time the conference expo opens (although we’ll need to see something before then obviously). The lucky selected few will get free exposure at the Adobe gaming booth, courtesy of the Away3D platform and Adobe Gaming SDK!

Reply inline below if your game is already in the public domain, or PM me if you are still in stealth-mode and need NDAs signed before any details can be given. This will be a great way to get your game showcased at the world’s largest and longest-running games industry event for free, so if you have something to show, make sure you don’t miss out on this fantastic opportunity.

New Forum Structure,2011:forum/viewthread/.760 2011-09-16T17:06:07Z 0 Alejandro Santander As you may have noticed, we just changed the forum structure splitting the main category we had into 3 new ones:

- General User Forum
- Away3D User Forum
- AwayPhysics User Forum

The idea is that we start separating discussions by software kind. Discussions that are not specifically related to Away3D or AwayPhysics should go into the General User Forum category. Discussions that are specific to Away3D or AwayPhysics should go into their appropriate categories.

Other categories like “Prefab User Forum”, other software that we are working on, or software that might arise in the future, should have their own categories as well.

The tag/filtering mechanism will continue to work but will no longer refer to “software type”, but rather to “software version”, hence, categories will split software types and tags will help differentiate software versions or releases. This refactor to the tag system is not yet finished, but should occur very soon. For now, please continue using the available tags you find most appropriate for your discussions.

We hope that these changes act as a benefit to everyone!
Please let us know if you have any comments about this.

Animation suspends when Gargbage Collector cleans the memory,2014:forum/viewthread/.5372 2014-03-18T09:30:44Z 2014-03-18T09:38:37Z stani.spb I use md5 models for animation. I noticed a small problem which can be serious enough for making a game on Away3d technology. When animation is started , memory consumption immediately begin to grow average 1 kb per each enterFrame call. I found no memory allocations in my code. Scout showed that this small memory allocations occur in a View3d.render chain (i.e. in Object3d.lookAt function).

This would not be such a big poblem as Garbage Collector cleans the memory periodically. The problem is when GC cleans the memory, animation suspends for a second (iOS, PC)  which will be not a pleasant surprise for gamer.

Does anyone succeeded to escape such animation pauses on these constant GC memory cleans?

AnimationClipState making shared nodes dispatch PLAYBACK_COMPLETE events…,2017:forum/viewthread/.6222 2017-05-04T05:39:37Z 2017-05-04T05:39:08Z Kicker Hi, I noticed that I had some weird things happening when attaching listeners to SkeletonClipNode for PLAYBACK_COMPLETE event.

I quickly realized that when triggering the event for one animated mesh, ALL the listeners across the cloned meshes were called.

That’s when I took a look at the animator.clone function that I understood:

public function clone():IAnimator
/* The cast to SkeletonAnimationSet should never fail, as _animationSet can only be set
  through the constructor, which will only accept a SkeletonAnimationSet. */
return new SkeletonAnimator(_animationSet as SkeletonAnimationSet_skeleton_forceCPU);

You don’t clone the animation set…

Now I couldn’t help but notice that classes that implement IAnimator are also event dispatchers…

So I modified this code in AnimationClipState…

private function notifyPlaybackComplete():void
.dispatchEvent(_animationStatePlaybackComplete ||= new AnimationStateEvent(AnimationStateEvent.PLAYBACK_COMPLETE_animatorthis_animationClipNode));


private function notifyPlaybackComplete():void
||= new AnimationStateEvent(AnimationStateEvent.PLAYBACK_COMPLETE_animatorthis_animationClipNode);

_animator is IEventDispatcher)
_animator as IEventDispatcher).dispatchEvent(_animationStatePlaybackComplete);


And now I just add my PLAYBACK_COMPLETE listener to the animator instead of doing it for every single animation node…

Problems converting .dae to awd,2017:forum/viewthread/.6219 2017-04-30T17:18:36Z 0 Fred Hi,

I’m trying to convert a .dae file, exported from Blender, to .awd using Away Builder. The file uses skeleton animation and I’ve managed to imported it correctly into the Away Builder and played the animation, but when I save the file as .awd and try to re open it, I get an error#1034 and the scene is not loaded.

If I import the file and save it, without attaching the animation into the model, I can open it fine, but as soon I try to attach the animation a get the error#1034 again.

I’m attaching the .dae file I’m using for the test, can you help me on this matter?

Thank you in advance.

Error: A Material instance cannot be shared across renderables with different animator libraries,2017:forum/viewthread/.6221 2017-05-02T08:18:08Z 0 Kicker Hi,

I’m having a weird problem whem loading several animated meshes into the game…

Here’s the code called on ASSET_COMPLETE:

private function onMD5ResourceComplete($e:AssetEvent):void
var node:SkeletonClipNode;
asset:IAsset $e.asset;
name:String asset.assetNamespace;

LightLogger.log("onMD5ResourceComplete " name " " asset.assetType);

 if (
asset.assetType == AssetType.ANIMATION_SET)
asset as SkeletonAnimationSet;
animator = new SkeletonAnimator(animation_set_md5Meshes[name].skeleton);
_md5Meshes[name].mesh.animator animator;
else if (asset.assetType == AssetType.SKELETON)
if(_md5Meshes[name] == null)
_md5Meshes[name] {};
_md5Meshes[name].skeleton asset as Skeleton;
else if (asset.assetType == AssetType.MESH)
if(_md5Meshes[name] == null)
_md5Meshes[name] {};
_md5Meshes[name].mesh asset as Mesh;
_md5Meshes[name].mesh.castsShadows true;

And here’s the logged result:

onMD5ResourceComplete Sleepy.md5mesh geometry
onMD5ResourceComplete Sleepy
.md5mesh mesh
onMD5ResourceComplete Sleepy
.md5mesh skeleton
onMD5ResourceComplete Sleepy
.md5mesh animationSet
onMD5ResourceComplete Angry
.md5mesh geometry
onMD5ResourceComplete Angry
.md5mesh mesh
onMD5ResourceComplete Angry
.md5mesh skeleton
onMD5ResourceComplete Angry
.md5mesh animationSet
[Fault] exception
information=ErrorA Material instance cannot be shared across renderables with different animator libraries 

Thanks in advance.

AIR SDK 25,2017:forum/viewthread/.6213 2017-04-13T14:54:14Z 0 cph I currently have a successful implementation of the last Away3D source(4.x) using the Air SDK 23, but since the release of the Air SDK 24 and 25, I am unable to get Away3D to initialize at all. Does anyone have any suggestions?

Note: I am using stage3DManager and stage3DProxy too.

Does anyone have an old source of away-physics bullet?,2017:forum/viewthread/.6220 2017-04-30T20:17:01Z 0 cyberix3d Hello everyone,
Does anyone have an old source of away-physics bullet? (cpp source for alchemey)
We need the bullet source that matches away-physics 0.96.
If you have an old backup of these files it would be very helpful.
Cyberix3D team

Problem with stage3D and away3D,2017:forum/viewthread/.6218 2017-04-26T07:19:12Z 2017-05-08T10:37:45Z JohnAdam Ok that is so strange it make like 3 hour i try to figure this out. First… everything was working correctly so i don’t know what i change or if i updated to new code for starling or away3d and i dont think so.

I use the standard code to create a stage3DProxy

   * will start the engine
public function StartUpEngine():void {
// Define a new Stage3DManager for the Stage3D objects
stage3DManager Stage3DManager.getInstance(stage);
// Create a new Stage3D proxy to contain the separate views
stage3DProxy stage3DManager.getFreeStage3DProxy();
stage3DProxy.antiAlias 8;
stage3DProxy.color 0xff0000;
private function onContextCreated(event Stage3DEvent) : void {
stage3DProxy.width stage.fullScreenWidth;
stage3DProxy.height stage.fullScreenHeight;
//Init everything

all was working.. now… away3D is working but i can’t get starling to render… it’s clearly there when i trace it.

I do have a enter_frame event that do a nextFrame()

private function InitListeners():void {
private function onEnterFrame(e:Event):void {
//render starling and away3d

all pretty standard and it worked!

if i just disable the proxy and do a normal starling instance it’s working.

i swear all was working yesterday i just don’t get it. i trie dto just disable the away3D and starling still not render. it’s like the proxy wasn’t working but IT WAS working before…

Anyone got a hints ? it make 3 hours i’m searching and i’ve tested every options.

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Starling + Away3d + Android bug,2017:forum/viewthread/.6217 2017-04-26T07:06:44Z 2017-04-28T03:25:36Z JohnSon Hi,

I got a problem when I try to combine Starling + Away3d on a Android device. As soon as I show some Starling or Away3d content, it displays for a couple of frame and then the image disappear. This bug only occurs when I use both Away and Starling with depthAndStencil set to true. Post 36170 seem to have to same behavior but on Pepper.

I’m using the latest (MASTER) version of Starling, tried with AIR 3.7 and 3.8, the (brand new) Away 4.1.4 Gold. I also tried with different version of Starling (1.3) and Away3d (4.0, 4.1.1).

Everything is working in Windows, Mac, as swf, as AIR desktop, as AIR iOS, but not as AIR Android. I’m testing with a Nexus 10 running 4.2.2.

Here’s my code to initialize stage3d. Remember that if I only use the normal Starling init, then everything is fine (but obviously without my 3d assets).

var stage3DManager:Stage3DManager = Stage3DManager.getInstance(stage);
_stage3DProxy = stage3DManager.getFreeStage3DProxy(false, “baseline”);
_stage3DProxy.addEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);

private function onContextCreated( {
_stage3DProxy.removeEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);
_stage3DProxy.width = stage.stageWidth;
_stage3DProxy.height = stage.stageHeight;
_away3dView = new View3D();
_away3dView.stage3DProxy = _stage3DProxy;
_away3dView.shareContext = true;
_starlingInstance = new Starling(StarlingRoot, stage, _stage3DProxy.viewPort, _stage3DProxy.stage3D, Context3DRenderMode.AUTO, “baseline”);
_starlingInstance.addEventListener(, onStarlingContextCreated);

private function onStarlingContextCreated( {
_starlingInstance.stage3D.removeEventListener(, onStarlingContextCreated);
_starlingInstance.simulateMultitouch = false;
_starlingInstance.enableErrorChecking = false;
_starlingInstance.stage.frameRate = 30;
_starlingInstance.viewPort = new Rectangle(0, 0, _screenWidth, _screenHeight);

private function onEnterFrame():void {

Hopefully someone will be able to understand what it happening with this or point me to an existing bug report at Adobe.

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