take your time there Michael, you nearly get answer! figure this out is fun
part ;)

On 30 April 2010 02:10, Michael Iv <[email protected]> wrote:

> Katopz , looking at MDBuilder I fancy if it is not already implemented
> there . I mean you have already there serializing of DAE to MD2 bytearray .
> That means that I can , for example convert a bunch of DAE's this way , put
> them on a server then pull them into my App thorugh AMF and adding them to
> scene on receive after casting to MD2 ? What am I missing here ? (Quite new
> to all that formats conversion programming stuff)
>
> Thank you
>
>
> On Thu, Apr 29, 2010 at 5:32 AM, katopz <[email protected]> wrote:
>
>> it's 0% progress there for MDF and i'll start implement on that when i've
>> free time
>> which mean not so soon ;) so feel free to make it from scratch
>> you can use MDZBuilder for guideline there, it's already half way i think
>> your job is find the way to externalize class to AMF format and read it
>> back
>> and more further to pack them in one piece like MDZ is export as SWF that
>> contain mesh+texture inside, should look like this for comparison
>>
>> MDZ = ZIP = [MD2_0, Texture_0, MD2_1, Texture_1,...]
>> AWF = SWF = [MDF_0, Texture_0, MDF_1, Texture_1,...]
>> MDF = AMF = mesh and/or animation as MD2 which externalize
>>
>> lol look like i just add another format there ;p
>> whatever, it's just quick idea , the format name can be change later
>> maybe MDA instead of MDF, bal bla bla, name is another fun part ;D
>>
>> fyi claus already did swf export here
>> http://wiki.github.com/claus/as3swf/
>> good news is after this format done, it's all native flash things
>> which mean you can use this for other engine in future that use
>> flash native 3d too (if we do it right way, keep balance with native)
>> except animation part that's still need extra class to handle ;)
>>
>> all this running fine in my head, so if you want to help just do it,
>> here's all i got now ;)
>>
>>
>> On 29 April 2010 01:45, Michael Iv <[email protected]> wrote:
>>
>>> Katopz 3.4 looks interesting , where it stands currently ? What help do
>>> you need ?
>>>
>>>
>>> On Wed, Apr 28, 2010 at 9:27 PM, katopz <[email protected]> wrote:
>>>
>>>> fyi in case someone miss my blog ;)
>>>>
>>>>
>>>> http://sleepydesign.blogspot.com/2010/03/away3dlite-md2-and-mdz-builder-from-dae.html
>>>>
>>>> and it's just beginning, you can expect a lot more to come eg.
>>>>
>>>> 1. MDJ = MD2 + textures in JSON format , nothing to be excite it's just
>>>> store mesh and texture path
>>>> 2. MDJBulder = build MDJ just like MDZ but as JSON
>>>> 3. MDF = MD2 that build as AMF format, expect 0 parse time compressed
>>>> binary format
>>>> 4. MDFBuilder come along obviously!
>>>>
>>>> 1, 2 is already in svn (lite builder) and use in real project for custom
>>>> character and save it back
>>>> some clean up need there
>>>>
>>>> 3, 4 is in my head anyone want to help me on MDF things feel free to be
>>>> my guest ;)
>>>> trust me it's fun! ;D
>>>>
>>>> cheers!
>>>>
>>>>
>>>> On 29 April 2010 01:07, Ken Railey <[email protected]> wrote:
>>>>
>>>>> I am not sure I fully understand what you are proposing.  Collada is
>>>>> pretty explicitly XML, and it is the step of recursively walking the XML 
>>>>> and
>>>>> building all of the associated away3d structures that takes the most time.
>>>>>
>>>>> If you are suggesting loading and storing that XML in an initial byte
>>>>> array, that won't significantly alter anything since it still has to 
>>>>> become
>>>>> XML at some point.
>>>>>
>>>>> If you are suggesting converting the Collada to some intermediate
>>>>> binary format, then parsing *that* at runtime, that could potentially be
>>>>> fast.  In this case we are no longer loading a Collada at all, but some
>>>>> specific one-off format though.
>>>>>
>>>>> I thought I saw some discussion on this list about an away3d specific
>>>>> model format, but I haven't had a chance to check it out.  One potential
>>>>> approach could be to make that format parse really quickly, and just 
>>>>> convert
>>>>> Collada (or other) meshes to that for deployment I suppose.
>>>>>
>>>>> -Ken
>>>>>
>>>>>
>>>>> On Wed, Apr 28, 2010 at 12:24 PM, Michael Iv <[email protected]>wrote:
>>>>>
>>>>>> That is a very useful info you fetched here . So let me ask you
>>>>>> something: if the parser is going to read from bytearray , do you think 
>>>>>> the
>>>>>> parse time would get shorter? Or it can't read from bytearray at all and 
>>>>>> in
>>>>>> this case we have to deserialize the data as DAE and then parse , and 
>>>>>> then
>>>>>> nothing changes?
>>>>>>
>>>>>>
>>>>>> On Wed, Apr 28, 2010 at 8:18 PM, Ken Railey <[email protected]>wrote:
>>>>>>
>>>>>>> Well I can only speak for my own projects, but in my case with a
>>>>>>> large animated Collada file the loading is measured in ms, while the 
>>>>>>> parsing
>>>>>>> is measured in seconds (sometimes approaching 10, depending on the mesh
>>>>>>> complexity).
>>>>>>>
>>>>>>> I am also interested in any techniques anyone has found to speed up
>>>>>>> the parsing step, particularly in the animated Collada case.  It seems 
>>>>>>> like
>>>>>>> exporting the model directly to as3 using something like Prefab would 
>>>>>>> be a
>>>>>>> significant win, but I don't believe that animations are supported
>>>>>>> currently.  At least, they weren't the last time I attempted to test it.
>>>>>>>
>>>>>>> -Ken
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Apr 28, 2010 at 7:50 AM, Michael Iv 
>>>>>>> <[email protected]>wrote:
>>>>>>>
>>>>>>>> Thinking of what you have just said my question is how much of those
>>>>>>>> 3 seconds is loading time vs actual parsing(supposing that you load 
>>>>>>>> your
>>>>>>>> models) ? Because if i bring in serialized model file with bytearray , 
>>>>>>>> it
>>>>>>>> still needs to get parsed , but if the loading part is swift we can 
>>>>>>>> spare
>>>>>>>> more time on the whole routine .
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Apr 28, 2010 at 3:29 PM, tarwin <[email protected]> wrote:
>>>>>>>>
>>>>>>>>> If you've got animation in there you're up against a whole other
>>>>>>>>> problem. One thing I've been looking (actively working on) at is
>>>>>>>>> loading one Collada animation and substituting Vertex data (just a
>>>>>>>>> quick replace in the XML) for the model I want, then using a hack
>>>>>>>>> of
>>>>>>>>> Katopz' MD2Buidler creating AnimatedMeshs out of it. The two
>>>>>>>>> slowest
>>>>>>>>> parts here are the parsing of the Collada and then the creation of
>>>>>>>>> the
>>>>>>>>> AnimatedMesh, but I think (and this is where I'm still unsure)
>>>>>>>>> creating some kind of pre-parsed Collada format might help a lot
>>>>>>>>> here.
>>>>>>>>>
>>>>>>>>> The idea is to build a serialized version of the Collada object
>>>>>>>>> (Away3D object) that I can build into a Collada super quick, rather
>>>>>>>>> than building it directly from the XML which is super slow (mostly
>>>>>>>>> because XML reading is slow). If you have the serialized Collada
>>>>>>>>> object in memory already hopefully you could just replace parts of
>>>>>>>>> it
>>>>>>>>> (vertex data) and have it done super quick.
>>>>>>>>>
>>>>>>>>> It currently takes over 3 seconds to process a Collada and then
>>>>>>>>> create
>>>>>>>>> an AnimatedMesh (1500 verts, lots of bones and 5 seconds of
>>>>>>>>> animation)
>>>>>>>>> but I'm guessing this could be cut down quite considerably if you
>>>>>>>>> have
>>>>>>>>> the cached Collada (maybe 1 second which could then be hidden with
>>>>>>>>> some kind of transition).
>>>>>>>>>
>>>>>>>>> Thoughts anyone? How would YOU hold Collada info to create one
>>>>>>>>> quickly, but also minimize file size? How about just creating a
>>>>>>>>> Class
>>>>>>>>> wihich has a bunch of lines like:
>>>>>>>>>
>>>>>>>>> // not working code, just a quick idea !!
>>>>>>>>> c = new Collada();
>>>>>>>>> m = collada.addMesh(Vector(123,43,.34,-34,34,-343));
>>>>>>>>> m.addBones(Vector(123,43,.34,-34,34,-343));
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Michael Ivanov ,Programmer
>>>>>>>> Neurotech Solutions Ltd.
>>>>>>>> Flex|Air |3D|Unity|
>>>>>>>> www.neurotechresearch.com
>>>>>>>> Tel:054-4962254
>>>>>>>> [email protected]
>>>>>>>> [email protected]
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Michael Ivanov ,Programmer
>>>>>> Neurotech Solutions Ltd.
>>>>>> Flex|Air |3D|Unity|
>>>>>> www.neurotechresearch.com
>>>>>> Tel:054-4962254
>>>>>> [email protected]
>>>>>> [email protected]
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Regards
>>>> -----------------------------------------------------------
>>>> katopz, http://sleepydesign.com
>>>> Away3D and JigLibFlash Developer Team
>>>>
>>>
>>>
>>>
>>> --
>>> Michael Ivanov ,Programmer
>>> Neurotech Solutions Ltd.
>>> Flex|Air |3D|Unity|
>>> www.neurotechresearch.com
>>> Tel:054-4962254
>>> [email protected]
>>> [email protected]
>>>
>>>
>>
>>
>> --
>> Regards
>> -----------------------------------------------------------
>> katopz, http://sleepydesign.com
>> Away3D and JigLibFlash Developer Team
>>
>
>
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> Tel:054-4962254
> [email protected]
> [email protected]
>
>


-- 
Regards
-----------------------------------------------------------
katopz, http://sleepydesign.com
Away3D and JigLibFlash Developer Team

Reply via email to