thanks for the pointers in the right direction! Just one more question: In the example above if i set the u and v properties both to 0 the material appears totally black. why would that happen? thanks once again Steve
On Aug 6, 11:30 am, Fabrice3D <[email protected]> wrote: > u & v == x & y on a map, represented in 0 to 1 values. > u:0, v:1 being topleft of the map, u:1, v:0 being downright. > > Fabrice > > On Aug 6, 2009, at 10:59 AM, steanson wrote: > > > > > Perfect, that really helps it make sense. > > I'm not quite sure what a UV represents, I was thinking normals but > > there are 3 per face. > > > cheers Steve > > > On Jul 28, 8:27 pm, "David Zirbel" <[email protected]> > > wrote: > >> Hi Steve, > > >> Here is a snippet of some code I wrote to try to figure out the > >> vertex/uv/face/mesh relationships. It generates the simplest solid > >> I could > >> think of: four vertices and four faces: > > >> // Create vertices: > >> v0 = new Vertex( 0, 0, 0); > >> v1 = new Vertex(100, 0, 0); > >> v2 = new Vertex( 50, 50,100); > >> v3 = new Vertex( 50,-50,100); > >> // Create UVs: > >> uv0 = new UV(0.0,1.00); > >> uv1 = new UV(0.0,0.0); > >> uv2 = new UV(1,1); > >> uv3 = new UV(0.5,0.25); > >> uv4 = new UV(1.0,0.50); > >> uv5 = new UV(1.0,0.00); > >> // Create faces: > >> f0 = new Face(v1,v3,v2); > >> f0.uv0 = uv2; > >> f0.uv1 = uv3; > >> f0.uv2 = uv4; > >> f1 = new Face(v0,v2,v3); > >> f1.uv0 = uv5; > >> f1.uv1 = uv4; > >> f1.uv2 = uv3; > >> f2 = new Face(v0,v3,v1); > >> f2.uv0 = uv1; > >> f2.uv1 = uv3; > >> f2.uv2 = uv2; > >> f3 = new Face(v0,v1,v2); > >> f3.uv0 = uv1; > >> f3.uv1 = uv2; > >> f3.uv2 = uv0; > >> // Create mesh: > >> m0 = new Mesh(); > >> m0.addFace(f0); > >> m0.addFace(f1); > >> m0.addFace(f2); > >> m0.addFace(f3); > >> m0.material = phongColorMat; > > >> HTH! > > >> David Z > > >> -----Original Message----- > >> From: [email protected] [mailto:away3d- > >> [email protected]] On > > >> Behalf Of steanson > >> Sent: Tuesday, July 28, 2009 11:02 AM > >> To: away3d.dev > >> Subject: [away3d] Re: generate object from 3d coords > > >> thanks for the replies! > > >> I was hoping that I could define some points/triangles and go from > >> there, is that not possible? > >> I don't really understand the way that triangles, faces, mesh and > >> materials are related. Are there some notes, as the docs don't make > >> the relationships explicit. > > >> cheers Steve > > >> On Jul 28, 2:47 pm, Peter Kapelyan <[email protected]> wrote: > >>> Use can use a Lathe extrusion to create your object. Once it is > >>> created > >> you > >>> can try to find the faces manually, and overwrite those sides with > >>> new > >>> materials. Let me know if it makes sense. > > >>> -Pete > > >>> On Tue, Jul 28, 2009 at 9:07 AM, steanson > >> <[email protected]>wrote: > > >>>> For example is there a way to specify local coordinates for say a > >>>> pyramid, assign materials to each face? > > >>>> On Jul 28, 9:16 am, steanson <[email protected]> wrote: > >>>>> If I know / can work out my coordinates in 3d space for an object, > >>>>> quite a simple one, what is the best way to create this in > >>>>> away3d. I'm > >>>>> trying to avoid learning a package like Blender. > > >>>>> thanks Steve > > >>> -- > >>> ___________________ > > >>> Actionscript 3.0 Flash 3D Graphics Engine > > >>> HTTP://AWAY3D.COM
