So i have to call the meshes in the loaded AWD file?
How can i loop through the meshes?

The model (3 houses in 1) is found here : labs.speak.nl/3d/away3d/
merge.rar


On 11 dec, 11:50, Fabrice3D <[email protected]> wrote:
> > how does it work with one model?
>
> it doesn't! :))
>
> Merge -->  add secondmesh data to first mesh --> one mesh looking like 2
>
> so in your case, with 3 models, you need run it 2 times
>
> house1 merge with house 2
> house1 merge with house 3
>
> house 1 == 3 houses data
>
> Fabrice
>
> On Dec 11, 2009, at 11:32 AM, wsvdmeer wrote:
>
>
>
> > Oke got a view models in prefab and scaled, rotated and placed them.
> > Loaded the model in away3d and everything looks fine.
> > Maybe it's a stupid question but how can you merge 1 model?
> > The model is built up from 3 houses i know the merge class is used
> > like this merge.apply(mesh1,mesh2) but how does it work with one
> > model?
>
> > On 11 dec, 10:26, Fabrice3D <[email protected]> wrote:
> >> if you select a house, and have the editobject panel open, you can
> >> change scale properties to the selected mesh...
> >> one set, hit apply scale
>
> >> Fabrice
>
> >> On Dec 11, 2009, at 10:17 AM, wsvdmeer wrote:
>
> >>> Prefab rules and i totally understand that it's a work in progress
> >>> it's amazing that you do all of this next to your day job.
> >>> I could import all the models in prefab but the models themselves  
> >>> have
> >>> different scales we didnt have accurate material to make the  
> >>> models so
> >>> we made the models and adjusted the size while importing them in
> >>> away3d. It's not the most efficient way but visually it looked  
> >>> rather
> >>> good.
> >>> Is it possible to scale each house and when all houses are scaled  
> >>> and
> >>> positioned to scale the scene after that?
> >>> Or can you only scale the whole scene.
> >>> Hope i'm not a to big pain in the @ss haha.
>
> >>> On 11 dec, 10:04, Fabrice3D <[email protected]> wrote:
> >>>> if you load them all in prefab, place them one by one where they
> >>>> should be
> >>>> use scenescale, you can then export to awd in one shot. after  
> >>>> load of
> >>>> awd data, just merge and you're done
>
> >>>> note that Prefab is atm ungoing major changes. In upcomming  
> >>>> releases,
> >>>> assembling should become way more friendly.
> >>>> Started as good little utility, It has now entered the application
> >>>> playground, but fails bigtime in this league on usability and
> >>>> espected
> >>>> behaviors.
> >>>> I'm not going to let it this way!
>
> >>>> Fabrice
> >>>> On Dec 11, 2009, at 9:31 AM, wsvdmeer wrote:
>
> >>>>> Hey Fabrice,
>
> >>>>> Sorry for my late response, it did have to do with the scale,
> >>>>> rotation
> >>>>> and position of my models. Problem is that it's a lot of work to
> >>>>> rescale all the objects in milkshape import them to prefab and
> >>>>> export
> >>>>> them to AWD. So the merge class works as it should but i cannot
> >>>>> use it
> >>>>> on the models i'm using. Would you advise to rescale all the  
> >>>>> objects
> >>>>> before importing them in away3d? I'm considering to split up the
> >>>>> scene
> >>>>> in 3 parts to enhance performance but it would be great to walk
> >>>>> through the whole scene.  By the way any advise is welcome :D.
>
> >>>>> On 8 dec, 22:38, Fabrice3D <[email protected]> wrote:
> >>>>>> btw, you do not mention if the original problem is now  
> >>>>>> solved... is
> >>>>>> it?
>
> >>>>>> Fabrice
> >>>>>> On Dec 8, 2009, at 10:28 PM, wsvdmeer wrote:
>
> >>>>>>> Hey Fabrice,
>
> >>>>>>> Is there a way to do the scaling in prefab so that the  
> >>>>>>> bounderies
> >>>>>>> arren't that huge?
> >>>>>>> And can i build parts of the scene up in prefab resulting in  
> >>>>>>> less
> >>>>>>> "loose" models , and if so does this increase performance?
>
> >>>>>>> On 8 dec, 14:40, Fabrice3D <[email protected]> wrote:
> >>>>>>>> Hey wsvdmeer,
> >>>>>>>> I have updated the class & updated the svn.
> >>>>>>>> The update resolves the geometrical artefact and code was in  
> >>>>>>>> need
> >>>>>>>> of
> >>>>>>>> an update anyway.
> >>>>>>>> I have just done a series of tests using this latest update and
> >>>>>>>> everything seams working just fine.
>
> >>>>>>>> Now looking at your awd files and your xml definition, the  
> >>>>>>>> first
> >>>>>>>> thing that might clarify your problem, is the scale/position
>
> >>>>>>>> if I look in Prefab at eddydejong.awd, it's having bounderies  
> >>>>>>>> of
> >>>>>>>> width
> >>>>>>>> 25000, height 16000, depth 11000
> >>>>>>>> now, the position of this one is at 120, 80, 1470.
>
> >>>>>>>> now you want to merge this model with lets say etos.awd
> >>>>>>>> etos bounds are width 15590, height 12000 and 7672 for depth
> >>>>>>>> its position is 100, 60, 1290
>
> >>>>>>>> Looking at this data, it explains clearly your problem... they
> >>>>>>>> simply
> >>>>>>>> overlap each other, with or without Merge in the game.
> >>>>>>>> if you have rescaled in Prefab prior to export, just multiply  
> >>>>>>>> by
> >>>>>>>> same
> >>>>>>>> factor the xml position data and you should be ok.
>
> >>>>>>>> Fabrice
>
> >>>>>>>> On Dec 8, 2009, at 1:46 PM, wsvdmeer wrote:
>
> >>>>>>>>> Hey Fabrice,
>
> >>>>>>>>> Did you have time looking at my problem?
>
> >>>>>>>>> On 7 dec, 16:19, wsvdmeer <[email protected]> wrote:
> >>>>>>>>>> Hey Fabrice,
>
> >>>>>>>>>> I added 3 models here 
> >>>>>>>>>> :http://labs.speak.nl/3d/away3d/models/models.rar
> >>>>>>>>>> The positions can be found here:
>
> >>>>>>>>>> <model>
> >>>>>>>>>>                 <file>../assets/models/eddydejong/
> >>>>>>>>>> eddydejong.awd</
> >>>>>>>>>> file>
> >>>>>>>>>>                 <texture>../assets/models/eddydejong/</
> >>>>>>>>>> texture>
> >>>>>>>>>>                 <name>Bakker Eddy de Jong</name>
> >>>>>>>>>>                 <xposition>120</xposition>
> >>>>>>>>>>                 <yposition>80</yposition>
> >>>>>>>>>>                 <zposition>-1470</zposition>
> >>>>>>>>>>                 <xrotation>0</xrotation>
> >>>>>>>>>>                 <yrotation>90</yrotation>
> >>>>>>>>>>                 <zrotation>0</zrotation>
> >>>>>>>>>>                 <scale>0.01</scale>
> >>>>>>>>>>         </model>
> >>>>>>>>>>         <model>
> >>>>>>>>>>                 <file>../assets/models/etos/etos.awd</file>
> >>>>>>>>>>                 <texture>../assets/models/etos/</texture>
> >>>>>>>>>>                 <name>Etos</name>
> >>>>>>>>>>                 <xposition>100</xposition>
> >>>>>>>>>>                 <yposition>60</yposition>
> >>>>>>>>>>                 <zposition>-1290</zposition>
> >>>>>>>>>>                 <xrotation>0</xrotation>
> >>>>>>>>>>                 <yrotation>95</yrotation>
> >>>>>>>>>>                 <zrotation>0</zrotation>
> >>>>>>>>>>                 <scale>0.01</scale>
> >>>>>>>>>>         </model>
> >>>>>>>>>>         <model>
> >>>>>>>>>>                 <file>../assets/models/pearle/pearle.awd</
> >>>>>>>>>> file>
> >>>>>>>>>>                 <texture>../assets/models/pearle/</texture>
> >>>>>>>>>>                 <name>Pearle</name>
> >>>>>>>>>>                 <xposition>140</xposition>
> >>>>>>>>>>                 <yposition>71</yposition>
> >>>>>>>>>>                 <zposition>-1155</zposition>
> >>>>>>>>>>                 <xrotation>0</xrotation>
> >>>>>>>>>>                 <yrotation>102</yrotation>
> >>>>>>>>>>                 <zrotation>0</zrotation>
> >>>>>>>>>>                 <scale>0.01</scale>
> >>>>>>>>>>         </model>
>
> >>>>>>>>>> On 7 dec, 15:08, Fabrice3D <[email protected]> wrote:
>
> >>>>>>>>>>> Are you sure your models are perfectly centered?
> >>>>>>>>>>> otherwijze send me offline max 3 of them + the position you
> >>>>>>>>>>> give
> >>>>>>>>>>> them
> >>>>>>>>>>> in worldspace,
> >>>>>>>>>>> I'll make a test here.
>
> >>>>>>>>>>> Fabrice
>
> >>>>>>>>>>> On Dec 7, 2009, at 2:21 PM, wsvdmeer wrote:
>
> >>>>>>>>>>>> I all ready place the objects first and call the  
> >>>>>>>>>>>> mergeHouses
> >>>>>>>>>>>> function
> >>>>>>>>>>>> after all the objects are loaded and placed.
> >>>>>>>>>>>> When setting the useobjectSpace parameter to false the
> >>>>>>>>>>>> following
> >>>>>>>>>>>> happens:
>
> >>>>>>>>>>>>http://labs.speak.nl/3d/away3d/example3.jpg
>
> >>>>>>>>>>>> On 7 dec, 14:17, wsvdmeer <[email protected]> wrote:
> >>>>>>>>>>>>> Oke changed the loop to :
>
> >>>>>>>>>>>>> private function mergeHouses():void {
> >>>>>>>>>>>>>     var arr:Array = getHouses()
> >>>>>>>>>>>>>     var merge:Merge = new Merge(true,false, false);
> >>>>>>>>>>>>>     var length:int = arr.length
> >>>>>>>>>>>>>     for (var i:int = 1; i <length ;++i ) {
> >>>>>>>>>>>>>         merge.apply(arr[0], arr[i])
> >>>>>>>>>>>>>         scene.removeChild(arr[i])
> >>>>>>>>>>>>>         trace("merge house0 + house" + i);
> >>>>>>>>>>>>>         if (i == length - 1) {
> >>>>>>>>>>>>>             trace("merging complete")
> >>>>>>>>>>>>>         }
> >>>>>>>>>>>>>     }
>
> >>>>>>>>>>>>> }
>
> >>>>>>>>>>>>> And only loaded a few houses on the rightside of the  
> >>>>>>>>>>>>> scene.
>
> >>>>>>>>>>>>> The result was the same:
>
> >>>>>>>>>>>>>http://labs.speak.nl/3d/away3d/example2.jpg
>
> >>>>>>>>>>>>> On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:
>
> >>>>>>>>>>>>>> The loop
> >>>>>>>>>>>>>> No need to make new Merge instance each iteration
> >>>>>>>>>>>>>> place this line above loop start
>
> >>>>>>>>>>>>>>> var merge:Merge = new Merge(true,false, false);
>
> >>>>>>>>>>>>>> start at loop at 1, since arr[0] is receiver
> >>>>>>>>>>>>>> then no need for a check on 0 iterration
>
> >>>>>>>>>>>>>> The merge
> >>>>>>>>>>>>>> the issue is a simple offset ScenePosition going wrong,  
> >>>>>>>>>>>>>> may
> >>>>>>>>>>>>>> be
> >>>>>>>>>>>>>> simply
> >>>>>>>>>>>>>> because there is no position set on the models
> >>>>>>>>>>>>>> before the merge, and since you pass first param as use
> >>>>>>>>>>>>>> ObjectSpace,
> >>>>>>>>>>>>>> only own offsets in geometry are used
>
> >>>>>>>>>>>>>> Try set the positions before merge and then set
> >>>>>>>>>>>>>> useobjectSpace to
> >>>>>>>>>>>>>> false (first param), since you want world coordinates.
>
> >>>>>>>>>>>>>> Fabrice
>
> >>>>>>>>>>>>>> On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:
>
> >>>>>>>>>>>>>>> Hey Fabrice,
>
> >>>>>>>>>>>>>>> I've tested it like followed:
> >>>>>>>>>>>>>>> I first load and place all the models in the scene.
> >>>>>>>>>>>>>>> After all the models are loaded i use the following
> >>>>>>>>>>>>>>> function(s) to
> >>>>>>>>>>>>>>> weld stuff together:
>
> >>>>>>>>>>>>>>> private function getHouses():Array {
> >>>>>>>>>>>>>>>    var children:Array = scene.children
> >>>>>>>>>>>>>>>    var array:Array = []
> >>>>>>>>>>>>>>>    var length:int = children.length
> >>>>>>>>>>>>>>>    for (var i:int = 0; i < length ; ++i) {
> >>>>>>>>>>>>>>>    var child:Object3D = children[i]
> >>>>>>>>>>>>>>>    var name:String = child.name
> >>>>>>>>>>>>>>>    if (name == "house" ) {
> >>>>>>>>>>>>>>>       array.push(child);
> >>>>>>>>>>>>>>>    }
> >>>>>>>>>>>>>>>    }
> >>>>>>>>>>>>>>>    return array
> >>>>>>>>>>>>>>> }
>
> >>>>>>>>>>>>>>> private function mergeHouses():void {
> >>>>>>>>>>>>>>>    var arr:Array = getHouses()
> >>>>>>>>>>>>>>>    var length:int = arr.length
> >>>>>>>>>>>>>>>    for (var i:int = 0; i <length ;++i ) {
> >>>>>>>>>>>>>>>        var merge:Merge = new Merge(true,false, false);
> >>>>>>>>>>>>>>>        if (i == 0) {
> >>>>>>>>>>>>>>>        }else{
> >>>>>>>>>>>>>>>        merge.apply(arr[0], arr[i])
> >>>>>>>>>>>>>>>        scene.removeChild(arr[i])
> >>>>>>>>>>>>>>>        trace("merge house0 + house" + i);
> >>>>>>>>>>>>>>>    }
> >>>>>>>>>>>>>>>    if (i == length - 1) {
>
> >> ...
>
> >> meer lezen »

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