I was assuming it would use 0,0 as a starting point and map across the face, pixel by pixel, and that the value of 0,0 just determines that start point into the texture.
thanks Steve On Aug 7, 1:33 pm, richardolsson <[email protected]> wrote: > The UV coordinates are a way to map coordinates on a texture/material > bitmap, to vertices in the model. If all vertices have UV = (0,0) that > means that no pixels from the texture will be used (they are all in > the bottom left corner of the bitmap, so they does not include any > pixels at all.) > > I suggest you have a look at the regular primitive classes that are in > the away3d.primitives package. Have a look at Cube, Plane, Sphere et > c. They all extend AbstractPrimitive, which has some methods in the > arcane namespace that you can use if you want to create your own > custom primitive. > > I have been planning on writing a tutorial about this. But who has the > time...? :) > > Cheers > /R > > On Aug 7, 11:21 am, steanson <[email protected]> wrote: > > > 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
