K thanks, will look it over soon!

On Apr 11, 3:24 pm, Darcey Lloyd <[email protected]> wrote:
> Placed an example and full source with 3D assets of the ferrari example that
> is included in the Away3D examples on my site, feature include:
>
>    1. Another heavy model if you wish to test loading another model included
>    2. Another decimated blender version of the high poly model if your
>    machine cant handle the heavy model (mine runs at 2fps using the heavy
>    model)
>    3. Scene is prevented from rendering till boolean flag (loaded) is set to
>    true
>    4. Text field is altered depending on place in script (loading, error,
>    complete = author text)
>    5. Event listeners and function handlers for success and fail
>
> http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article....
>
> GL
>
> D
>
> On 11 April 2011 19:03, Morantis <[email protected]> wrote:
>
>
>
> > Ok, still having issues here and getting more confused by the minute.
>
> > On Apr 11, 4:02 am, Fabrice3D <[email protected]> wrote:
> > > add a onLoadedComplete event to the parser
> > > then when its loaded, addChild the handle, the object3d.
>
> > > function onLoadedComplete(e:Event)
> > >         var myObject3DS:Object3D = e.loader.handle
> > >         view.scene.addChild(myObject3DS);
>
> > > Its also a good idea to listen to errors
> > > loader.addOnError(onLoadedError);
>
> > > as the size/scale of the display, all depends on camera
> > distance/settings/lens from either your exporter or away.
>
> > > Fabrice
>
> > > On Apr 11, 2011, at 5:02 AM, Morantis wrote:
>
> > > > I need to know what the exact format and syntax for importing a basic
> > > > 3d model into Flash through Away3D is.  I have done a lot of searching
> > > > and seen various methods that for me seem to produce varying errors or
> > > > no visible object.  This is just a test to make sure I understand the
> > > > concept before actually getting deeply into the programming, so for
> > > > that reason I have not used a material for the model.  I assume that
> > > > Away3D will still produce a visible result, just as a cube or sphere
> > > > can be seen without assigning a specific material.  Let me say first
> > > > that i fully understand the class imports and that is not an issue.  I
> > > > have used AS on and off, so I understand that for the most part, plus
> > > > have other programming experience, so that is not the major issue.  I
> > > > am using Flash CS5 I believe and AS3 and Flash 10 formats.  I have an
> > > > intial stage and use an external class for all the Away3D AS
> > > > scripting.  I am playing with it and basically putting together a
> > > > template to build furture Away3D/Flash from.  I am going to post the
> > > > entire external package here, and I know it has some issues, it copied
> > > > and pasted some portions from the Earth/Stars tutorial to save time
> > > > and I have used 2 movie clips for zooming in and out on a basic cube.
> > > > I used 3DMax to make a very basic torus and exported it to the root
> > > > folder for the app and named it tube.3ds, I also produced a smaller
> > > > version of the same called tube2.3ds.  You will see a lot of commented
> > > > out lines as I have tried many methods to import the model.  I even
> > > > tried as a Wavefront OBJ.  I really find this as the last stumbling
> > > > block to going somewhere with this software so please help.  Here's my
> > > > current AS...
>
> > > > package
> > > > {
>
> > > >    import flash.display.Sprite;
> > > >    import away3d.containers.*;
> > > >    import away3d.core.base.*;
> > > >    import away3d.primitives.*;
> > > >    import away3d.materials.*;
> > > >    import away3d.core.utils.Cast;
> > > >    import away3d.cameras.*;
> > > >    import flash.filters.BitmapFilter;
> > > >    import flash.filters.BitmapFilterQuality;
> > > >    import flash.filters.BitmapFilterType;
> > > >    import flash.filters.GlowFilter;
> > > >    import flash.events.MouseEvent;
> > > >    import flash.events.Event;
> > > >    import away3d.core.render.Renderer;
> > > >    import flash.events.KeyboardEvent;
> > > >    import flash.events.*;
> > > >    import away3d.loaders.Max3DS;
> > > >    import away3d.loaders.Obj;
>
> > > >    //import fl.motion.MotionEvent;
>
> > > >    public class hhh extends Sprite
> > > >    {
>
> > > >            public function hhh()
> > > >            {
>
> > > >                    var move:Boolean = false;
> > > >                    var lastPanAngle:Number;
> > > >                    var lastTiltAngle:Number;
> > > >                    var lastMouseX:Number;
> > > >                    var lastMouseY:Number;
> > > >                    var skies:Sphere;
> > > >                    var scene:Scene3D = new Scene3D();
> > > >                    // Create and set up the camera
> > > >                    var camera:HoverCamera3D = new
> > HoverCamera3D({zoom:2,focus:
> > > > 200,distance:400});
> > > >                    camera.panAngle = -180;
> > > >                    camera.tiltAngle = 15;
> > > >                    camera.hover(true);
> > > >                    camera.yfactor = 1;
> > > >                    var view:View3D = new
> > View3D({scene:scene,camera:camera});
> > > >                    addChild(view);
> > > >                    view.x = 250;
> > > >                    view.y = 200;
> > > >                    var desk:Cube = new Cube({material:"blue#white"});
> > > >                    desk.height = 15;
> > > >                    desk.width = 150;
> > > >                    desk.depth = 25;
> > > >                    desk.x = 100;
> > > >                    view.scene.addChild(desk);
>
> > > >                    //var tube=new Max3DS();
> > > >                    var tube:Max3DS=new Max3DS.load("tube.3ds");
> > > >                    //var tube2:Obj=new Obj("tube2.obj");
> > > >                    //view.scene.addChild(tube);
> > > >                    tube.scale(100);
> > > >                    view.render();
>
> > > >                    function MouseDown(event:MouseEvent):void
> > > >                    {
> > > >                            lastPanAngle = camera.panAngle;
> > > >                            lastTiltAngle = camera.tiltAngle;
> > > >                            lastMouseX = stage.mouseX;
> > > >                            lastMouseY = stage.mouseY;
> > > >                            move = true;
> > > >                    }
> > > >                    function MouseUp(event:MouseEvent):void
> > > >                    {
> > > >                            move = false;
> > > >                    }
> > > >                    function MouseOverHandlerplus(event:MouseEvent):void
> > > >                    {
> > > >                            // Start your custom code
> > > >                            // This example code displays the words
> > "Moused over" in the
> > > > Output panel.
> > > >                            camera.zoom = camera.zoom + 1;
>
> > > >                            // End your custom code
> > > >                    }
> > > >                    function
> > MouseOverHandlerminus(event:MouseEvent):void
> > > >                    {
> > > >                            // Start your custom code
> > > >                            // This example code displays the words
> > "Moused over" in the
> > > > Output panel.
> > > >                            camera.zoom = camera.zoom - 1;
>
> > > >                            // End your custom code
> > > >                    }
>
> > > >                    function zoomreset(event:KeyboardEvent):void
> > > >                    {
> > > >                            camera.zoom = 1;
>
> > > >                    }
>
> > > >                    function onEnterFrame(e:Event):void
> > > >                    {// rerender viewport
> > > >                            var cameraSpeed:Number = 0.3;//
> > Approximately same speed as mouse
> > > > movement.
> > > >                            if (move)
> > > >                            {
> > > >                                    camera.panAngle =
> > cameraSpeed*(stage.mouseX - lastMouseX) +
> > > > lastPanAngle;
> > > >                                    camera.tiltAngle =
> > cameraSpeed*(stage.mouseY - lastMouseY) +
> > > > lastTiltAngle;
> > > >                            }
> > > >                            camera.hover();
> > > >                            view.render();
> > > >                    }
> > > >                    addEventListener(Event.ENTER_FRAME, onEnterFrame);
> > > >                    stage.addEventListener(MouseEvent.MOUSE_DOWN,
> > MouseDown);
> > > >                    stage.addEventListener(MouseEvent.MOUSE_UP,
> > MouseUp);
> > > >                    plus.addEventListener(MouseEvent.CLICK,
> > MouseOverHandlerplus);
> > > >                    zoomout2.addEventListener(MouseEvent.CLICK,
> > MouseOverHandlerminus);
> > > >                    stage.addEventListener(MouseEvent.DOUBLE_CLICK,
> > zoomreset);
> > > >                    stage.addEventListener(KeyboardEvent.KEY_UP,
> > zoomreset);
>
> > > >            }
> > > >    }
>
> > > > }
>
> > > > I can't seem to add a second agument to the new MAX3D without getting
> > > > an error, so I stopped even trying that.  If I just go with blah:new
> > > > Max3D(); then I can't find a way to attach this to a model file.
> > > > var tube:Max3DS=new Max3DS.load("tube.3ds");
> > > > gives me a method cannot be used as a constructor error.  At this
> > > > point I cannot remember all the ways I have tried to do this.- Hide
> > quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

Reply via email to