of course i should to say that i using pv3d now but have a problem with it:
i want to draw a room view but output is:
http://dotnetboy.zgig.ir/out.jpg
why?
this is my code:
package {
import flash.display.MovieClip;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.view.Viewport3D;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.materials.MovieMaterial;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.display.Stage;
public class Main extends MovieClip {
public var view:Viewport3D;
public var renderer:BasicRenderEngine;
public var scene:Scene3D;
public var cube:Cube;
public var cam:Camera3D;
public function Main() {
var grayMaterial : ColorMaterial=new ColorMaterial(0x33cc99);
var materialList:MaterialsList=new MaterialsList();
materialList.addMaterial(grayMaterial,"front");
materialList.addMaterial(grayMaterial,'back');
materialList.addMaterial(grayMaterial,'left');
materialList.addMaterial(grayMaterial,'right');
materialList.addMaterial(grayMaterial,'top');
materialList.addMaterial(grayMaterial,'bottom');
var Material2 : ColorMaterial=new ColorMaterial(0x99cc33);
var materialList2:MaterialsList=new MaterialsList();
materialList2.addMaterial(Material2,"front");
materialList2.addMaterial(Material2,'back');
materialList2.addMaterial(Material2,'left');
materialList2.addMaterial(Material2,'right');
materialList2.addMaterial(Material2,'top');
materialList2.addMaterial(Material2,'bottom');
//movie material
//var logoMaterial:MovieMaterial = new MovieMaterial( new myMovie() );
// //replace "ActiveTutsLogo" above with the Class name of your movie clip
// var materialsList:MaterialsList = new MaterialsList();
// materialsList.addMaterial( logoMaterial, "front" );
// materialsList.addMaterial( logoMaterial, "back" );
// materialsList.addMaterial( logoMaterial, "left" );
// materialsList.addMaterial( logoMaterial, "right" );
// materialsList.addMaterial( logoMaterial, "top" );
// materialsList.addMaterial( logoMaterial, "bottom" );
scene = new Scene3D();
//new drawing
var backCube:Cube=new Cube(materialList,800,25,500);
backCube.x=0;
backCube.y=0;
var bottomCube :Cube=new Cube(materialList2,800,500,25);
bottomCube.y=-250;
//bottomCube.rotationX=80;
var topCube :Cube=new Cube(materialList2,800,500,25);
topCube.y=250;
var rightCube :Cube=new Cube(materialList,25,500,500);
//topCube.rotationX=100;
rightCube.x=400;
var leftCube:Cube=new Cube(materialList,25,500,500);
//leftCube.rotationX=0;
// leftCube.rotationY=0;
// leftCube.rotationZ=0;
leftCube.x=-400;
//leftCube.y=250;
//var backCube:Cube=new Cube(materialList,750,50,250);
// backCube.z=180;
// backCube.y=200;
//
// var bottomCube :Cube=new Cube(materialList,800,25,500,10,10,10);
// bottomCube.rotationX=80;
//
// var topCube :Cube=new Cube(materialList,800,25,500,10,10,10);
// topCube.rotationX=100;
// topCube.y=400;
//
//
// var leftCube:Cube=new Cube(materialList,500,25,400);
// leftCube.rotationX=0;
// leftCube.rotationY=0;
// leftCube.rotationZ=0;
// leftCube.x=-400;
// leftCube.y=250;
//cube=new Cube(materialList);
//cube.rotationX=-10;
// cube.rotationY=40;
//cube.rotationZ=10;
cam=new Camera3D();
//cam.x=0;
// cam.y=225;
// cam.z=-800;
//cam.focus=10;
scene.addChild(backCube);
scene.addChild(rightCube);
scene.addChild(leftCube);
scene.addChild(bottomCube);
scene.addChild(topCube);
//add more cubes
//for(var i:int=0;i<3;i++)
// {
// cube = new Cube(materialList);
// cube.x =i*350;
// cube.scale=0.40; // cube.rotati // cube.rotati
// scene.addChild(cube);
// }
view=new Viewport3D();
view.autoScaleToStage=true;
addChild(view);
renderer = new BasicRenderEngine();
renderer.renderScene(scene,cam,view);
//var fil:BlurFilter=new BlurFilter();
// cube.filters=[fil];
addEventListener(Event.ENTER_FRAME,on_ef);
}
private function on_ef(evt:Event):void
{ //cube.rotati +5; //cube.rotati +5; //cube.rotati +5;
// renderer.renderScene(scene,cam,view);
}
}
}
thanks….
If you know other tools, please add them to this list…
Thanks!
MODELLING:
Autodesk Entertainment creation suite ultimate 2013, ( and 2012 because the exporters… ) this suite contains:
3ds MAX, Maya, MudBox, MotionBuilder, SketchBook, Softimaige XSI
About 3ds MAX Plugin:
RealFlow
Cebas Thinking particles, final flares
Krakatoa
SitniSati FumeFX, Dreamscape, Afterburn
E-ON VUE
OpenCollada
Autodesk 123D
Autodesk Scaleform
Daz studio
Poser
SpeedTree
Autodesk Autocad
Autodesk Inventor
Solidworks
Photomodeler
Face Gen Modeller ( http://www.facegen.com/modeller.htm )
Looxis Faceworks
Terragen
TrueSpace
3D-Coat
Pixologic ZBrush
Right Hemisphere Deep Paint
Singular Inversion FaceGen
iClone
Rinoceros
Lightwave
Blender
Google sketchup pro ( and the capabilities to create 3d model from 2d image⦠)
Eyeon fusion
Maxon cinema 4d
BvhAcker
BvhViewer
BvhPlay
DDSUtilities
DXViewer
MOTION CAPTURE:
VICON Boujou
Mocha
TEXTURES / TEXTURE MAPS / TEXTURE UV / SUBSTANCES:
NVidia Texture Atlas
NVidia Normal Map https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
3dem - http://freegeographytools.com/2009/3dem-website-is-gone-but-3dem-still-available-here
IUVLayout ( http://www.uvlayout.com/ )
MaPZone
Xnormal
Shadermap
Allegoritmic Substance Designer, Player. See the site…
Gimp
obviously
Adobe Photoshop
SHADER:
Pixelbender
Intel Shader debugger
NVidia FX Composer
NVidia Cg shader
IMPORTER:
3DRipper
assimp http://assimp.sourceforge.net/lib_html/
VIDEO:
Adobe After effects
Adobe Premiere pro
Sony Vegas
Camtasia ![]()
AUDIO:
Cakewalk Sonar
Adobe audition
Audacity
mp3loop
ASIO Driver ![]()
Product names belong to their respective owners !
]]>I would like to know what software everyone is using to create normal maps. I assume that people are not painting them manually in Photoshop!
TIA
]]>I found my mistake.
I shouldn’t have animated 1 Frame.
1 Frame is base position for animation.
sorry for bad english
]]>
You can play the current release here:
http://bscacad2.buffalostate.edu/~klingeta01/wp/flash/bin-releaseNEWEST/physicsTest2.html
You can view my source code here:
https://github.com/whitebabylon/block/tree/master/physicsTest2c/src
I’ve also blogged about my Flash learning experience since the beginning here:
http://bscacad2.buffalostate.edu/~klingeta01/wp/
To understand the basic concepts you can read this post:
http://bscacad2.buffalostate.edu/~klingeta01/wp/?p=214
and scroll down to “Easy to understand”.
What is blocks of babylonia?
Pretty much a world generated of blocks is created. The user can freely move around the world. Cool features include a minimap and a sunrise/sunset feature (Stand still and notice it gets darker).
The player can mine blocks by clicking them and place blocks by clicking again.
Controls (tricky):
Pretty much when you click to go full screen and click accept you should see blue (if you don’t, bug, reload).
You should then be able to right click and enter ‘free camera movement’ mode. In this mode when you move the mouse the camera moves accordingly.
W,S,A,D to move up down left right.
Pressing 1-8 changes the quick slot (located at the bottom of the screen).
So right click to enter free camera mode and move around the word with WSAD. When your ready right click again to enter ‘mining and placing mode’. Left click on a block and hold until it disappears. If your current selected slot is 1 and it’s empty you just mined the block into slot 1.
Now if you have slot 1 selected and there is a block in it, when you left click you won’t mine, youll place the block.
So if you mine block A and block B and press slot 2 then click you’ll place block B down again.
If you mine block A over and over it will fill up to 64 times per quick slot.
Game status
The game is pretty buggy, I’ve noticed some computers using some browsers will just fail to full screen the game, which is required. Additionally some computers have trouble right clicking into free camera mode. If it doesn’t work for you it will probably take a long time for me to find out why.
Misc.
I don’t own the rights to the textures, they are just there for demo purposes.
End
If you look over the source code you’ll probably be able to tell very easily that I’m a newbie. Perhaps I’ll get around to commenting it a little bit. Pretty much main.as is what you want to look at.
Scroll through this to look at the images, pretty much sums up the game in 30 seconds:
http://bscacad2.buffalostate.edu/~klingeta01/site/flash/blocks/blocks.html
Have fun.
]]>This is just an idea for now, is all mixed up. More of a problem to be solved and the framewrok must be studied in depth, but step by step…
![]()
THIS IS AWAY3D !
]]>I’m making a game using Away3D and AwayPhysics. I want to add some multiplayer functionality to it.
Basically, i want players to host local games and play over LAN or internet.
May be someone could share their experience on this topic?
]]>I understand there are few people behind Away3D, and I can see they are working their hats off to keep up with the community.
A big thanks!
]]>I am having fun playing with the MouseEvent3D for Mesh objects in a ObjectContainer3D. The MOUSE_DOWN event works great. I am looking for a batter solution for adding just one MOUSE_DOWN EventListener as an global Listener in my Container, and literally check what object is clicked. Does any one have any idea on how to achieve it.
Thanks, - Hugo
]]>of course i should to say that i using pv3d now but have a problem with it:
i want to draw a room view but output is:
http://dotnetboy.zgig.ir/out.jpg
why?
this is my code:
package {
import flash.display.MovieClip;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.view.Viewport3D;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.materials.MovieMaterial;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.display.Stage;
public class Main extends MovieClip {
public var view:Viewport3D;
public var renderer:BasicRenderEngine;
public var scene:Scene3D;
public var cube:Cube;
public var cam:Camera3D;
public function Main() {
var grayMaterial : ColorMaterial=new ColorMaterial(0x33cc99);
var materialList:MaterialsList=new MaterialsList();
materialList.addMaterial(grayMaterial,"front");
materialList.addMaterial(grayMaterial,'back');
materialList.addMaterial(grayMaterial,'left');
materialList.addMaterial(grayMaterial,'right');
materialList.addMaterial(grayMaterial,'top');
materialList.addMaterial(grayMaterial,'bottom');
var Material2 : ColorMaterial=new ColorMaterial(0x99cc33);
var materialList2:MaterialsList=new MaterialsList();
materialList2.addMaterial(Material2,"front");
materialList2.addMaterial(Material2,'back');
materialList2.addMaterial(Material2,'left');
materialList2.addMaterial(Material2,'right');
materialList2.addMaterial(Material2,'top');
materialList2.addMaterial(Material2,'bottom');
//movie material
//var logoMaterial:MovieMaterial = new MovieMaterial( new myMovie() );
// //replace "ActiveTutsLogo" above with the Class name of your movie clip
// var materialsList:MaterialsList = new MaterialsList();
// materialsList.addMaterial( logoMaterial, "front" );
// materialsList.addMaterial( logoMaterial, "back" );
// materialsList.addMaterial( logoMaterial, "left" );
// materialsList.addMaterial( logoMaterial, "right" );
// materialsList.addMaterial( logoMaterial, "top" );
// materialsList.addMaterial( logoMaterial, "bottom" );
scene = new Scene3D();
//new drawing
var backCube:Cube=new Cube(materialList,800,25,500);
backCube.x=0;
backCube.y=0;
var bottomCube :Cube=new Cube(materialList2,800,500,25);
bottomCube.y=-250;
//bottomCube.rotationX=80;
var topCube :Cube=new Cube(materialList2,800,500,25);
topCube.y=250;
var rightCube :Cube=new Cube(materialList,25,500,500);
//topCube.rotationX=100;
rightCube.x=400;
var leftCube:Cube=new Cube(materialList,25,500,500);
//leftCube.rotationX=0;
// leftCube.rotationY=0;
// leftCube.rotationZ=0;
leftCube.x=-400;
//leftCube.y=250;
//var backCube:Cube=new Cube(materialList,750,50,250);
// backCube.z=180;
// backCube.y=200;
//
// var bottomCube :Cube=new Cube(materialList,800,25,500,10,10,10);
// bottomCube.rotationX=80;
//
// var topCube :Cube=new Cube(materialList,800,25,500,10,10,10);
// topCube.rotationX=100;
// topCube.y=400;
//
//
// var leftCube:Cube=new Cube(materialList,500,25,400);
// leftCube.rotationX=0;
// leftCube.rotationY=0;
// leftCube.rotationZ=0;
// leftCube.x=-400;
// leftCube.y=250;
//cube=new Cube(materialList);
//cube.rotationX=-10;
// cube.rotationY=40;
//cube.rotationZ=10;
cam=new Camera3D();
//cam.x=0;
// cam.y=225;
// cam.z=-800;
//cam.focus=10;
scene.addChild(backCube);
scene.addChild(rightCube);
scene.addChild(leftCube);
scene.addChild(bottomCube);
scene.addChild(topCube);
//add more cubes
//for(var i:int=0;i<3;i++)
// {
// cube = new Cube(materialList);
// cube.x =i*350;
// cube.scale=0.40; // cube.rotati // cube.rotati
// scene.addChild(cube);
// }
view=new Viewport3D();
view.autoScaleToStage=true;
addChild(view);
renderer = new BasicRenderEngine();
renderer.renderScene(scene,cam,view);
//var fil:BlurFilter=new BlurFilter();
// cube.filters=[fil];
addEventListener(Event.ENTER_FRAME,on_ef);
}
private function on_ef(evt:Event):void
{ //cube.rotati +5; //cube.rotati +5; //cube.rotati +5;
// renderer.renderScene(scene,cam,view);
}
}
}
thanks….