[Papervision3D] Model Viewer updates

John Grden neoriley at gmail.com
Wed Jan 3 12:26:02 EST 2007


man that sounds sweet jake!  I'm guessing with the ability to load a zip in
at runtime and use it's assets, this would work out very well - no?

Also, right now, the ase importer maintains all of the object's
scale/rotation/position in the scene from whereever it was created even
though it's just the single item

On 1/3/07, jakelewis <jakelewis at blueyonder.co.uk> wrote:
>
>  It seems that the model viewer is becoming the first app out of the box
> here.  I'd suggest that expanding out functionality of the Collada importer
> would solve a lot of the problems that are coming up in its development.
> Max, Blender etc all have fast efficient tools to place objects, cameras,
> camera targets, (and  eventually lights). Trying to recreate that
> functionality in Flash will likely be compromised. As I understand it, the
> PV3D Collada/ASE importer only imports one object, with a separate reference
> to the texture map. If we prioritize development of Collada importer to
> include multiple hierarchical scene graphs, all the placements of objects in
> the PV3D view will be identical to how the model was saved in MAX/Blender,
> including scaling, translation, rotation etc. A possible exception to this
> might be camera FOV, as this not be identical across all modellers.
>
> True, there might still be a case where the MAx/Blender file has no
> camera, in which case a suitable default could be created such that the
> whole scene is visible.
>
> With regard to textures, Google Earth's .kmz uses the Collada format
> - they zip the Collada file in one directory together with the textures in
> another, along with a textures.txt manifest file to link one to the other.
> Might be the way to go if we want to keep everything easy to read and open.
> That would open up SketchUp as an easy to use and free (but not open source)
> 3D modeller that exports directly into 'PV3D' format. That in turn would
> open up the whole of http://sketchup.google.com/3dwarehouse/ into a
> repository of ready to run 3D models. (Apart from the high poly count and
> need for perspective tessellating ;)
>
> Jake
>
>
>
> -----Original Message-----
> *From:* Papervision3D-bounces at osflash.org [mailto:
> Papervision3D-bounces at osflash.org]*On Behalf Of *Yaakov Albietz
> *Sent:* Wednesday, January 03, 2007 11:10 AM
> *To:* Papervision3D at osflash.org
> *Subject:* Re: [Papervision3D] Model Viewer updates
>
> I sometimes build 3d models by mapping images to the xz, yx or yx planes
> first as references. it works best if the images are laid on top of the grid
> and it's possible to adjust the transparency, scale and position of the
> image. But that's for model building, which I don't think we're getting to
> any time soon... :-) So now I'm thinking more about what would be useful for
> object placement/arrangement and scaling.
>
> I agree that more than one planar grid would be disconcerting. Now that I
> think about it more, the boxes are going to overlap with each other and
> it'll be impossible to get good spacial references out of them. I only
> really used the top, left and right views for positioning and scaling when I
> couldn't get things to position or scale properly in the 3d perspective. I
> think that this is really an issue with the x/y/z axis "move arrow handles"
> that objects get. It's just maddening trying to move an object along an
> angle using the arrow handles, so it was much faster to use a combination of
> the other views. But it is really inefficient, especially if you have to
> move something along more than one axis.
>
> I remembered that Homeworld 2 had an interesting 3d interface/control
> scheme. I'm just brainstorming that a similar interface would be really good
> to use to set up 3d environments, or models with multiple elements for use
> in papervision. I took a screen shot to show you. Basically, to place
> objects in 3d space, with an object selected, you click once with the right
> mouse button which creates a circle along the xz axis to indicating your
> selection along that axis, then to move your selection along the yx axis you
> hold the shift key and move the mouse up or down. Letting go of the shift
> key keeps that selection and goes back to selecting your movement along the
> xz axis. In the game, holding down the right mouse key rotated the 3d
> perspective around the current "focus" object. focus objects were selected
> by selecting an object and pushing the "F" key. The scheme worked well, but
> the developers didn't properly implement the "right-click held down"
> rotation when the shift key was also held down, which really irritated me.
>
>
> On 1/3/07, Jon Bradley <jbradley at postcentral.com> wrote:
> >
> > They are, but in Maya it's disorienting to work in a single view with
> > multiple grids. I've found over the years that using multiple views
> > is much quicker and more effective since you don't have to rotate
> > around to see what your object looks like from different perspectives.
> >
> > That's just my 0.02 though. :)
> >
> > cheers,
> >
> > jon
> >
> > On Jan 3, 2007, at 10:01 AM, Yaakov Albietz wrote:
> >
> > > even though maya and 3dsmax don't do it by default, it would be
> > > nice to be able to check a box to enable a yx axis planar grid
> > > also. grids are just really helpful for 3d modeling.
> >
> > _______________________________________________
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> > Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
>
>
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>


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