Im trying to import a md2 model in my libgdx game, but I can't find a good tutorial for it.
It seems like on internet, the only good link, refer to a broken links :
http://code.google.com/p/libgdx-users/wiki/MD2_Keyframe_Animation
they said to use "KeyframeModelViewer", when I click on it, the link is broken.
Do you have another solution for me ? thanks you
The libgdx-users wiki is old and not up to date. If you're not using animations, there is no reason to use MD2 (instead use FBX). If you are using animations, keyframed animation is currently (nightly builds) not supported (and probably not worth using). Instead you can use GPU skinning and the FBX file format.
If you use fbx-conv (https://github.com/libgdx/fbx-conv) animations (including skinning) is automatically converted to the for libgdx readable G3DB or G3DJ file format. See also: http://blog.xoppa.com/loading-models-using-libgdx/. The libgdx tests includes examples on how to use those: https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d.
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I have to "convert" some flash projects to HTML5/JS but I don't really know how I can do it :(
This flash projects are little "activities" like this one :
https://www.brainpop.com/artsandmusic/artconcepts/cameras/activity/#=standard
I did some research about it, but i'm a bit lost...
I found other people asking the same question and a lot of responses are to use Haxe/OpenFL and as3hx (https://github.com/HaxeFoundation/as3hx) but I don't really understand how to proceed...
Is it possible to load a .swf file with openfl-swf to create a similar .html file ?
Should I convert AS3 to Haxe3 with as3hx ?
Is there a simple way to just get a graphic render of this activities without any interactivity so I can add manually input text field ?
I never used ActionScript or Haxe before.
If someone has any suggestions i'll be glad to hear it :)
I hope my explanations are clear, english is not my first language, so excuse me for any mistake.
Cheers !
as3hx will convert only as3 code to haxe openfl and may well need hand tweaking. To make the code more flexible try to avoid extending Sprite then potentially it will be easier to use your activity logic in more webgl accelerated haxe solutions like Kha and Luxe.
You probably need clean seperation of the code and the onscreen layout.
To run a fla swf that is mostly graphics in openfl you need to use the haxelib https://github.com/openfl/swf, it can be quite fiddly getting to different children or frames and the gradients are not perfect, just remember when using it that it's not the same as accessing a child normally your using a structure that is a bit different to do that.
Alternatively you may find flump useful it can be used with openflump.
https://github.com/SavedByZero/openflump exports from flash IDE.
It converts lots of your graphics to png sequences in nested structures, it would probably be worth rebuilding textfields yourself.
Openfl js can be slow I suggest you do some tests before committing to a solution, since Kha or Luxe may provide you a more shader modern approach to graphics than a flash emulation api solution, but then all you assets largely need to be images.
I doubt if there is any ideal way but getting your logic in Haxe is really good idea because then you can do c++, c#, js etc.. The first step if you choose openfl is to perhaps to try just porting parts of your code to haxe and then use them as a swc in your current projects this will allow you to gradually check your conversion and fix an issues easily within a haxe flash approach prior to trying to do the same in html haxe. You may find the swf library is not ideal for html5 and that png's are the way to go, Animate now provides export png sequence which I have used in starling as3. Another approach to consider is the away3d plugin for Animate it can convert flash timeline into typescript away3d (2D ) that you can control with javascript code ( even haxe you may have got from as3hx if you remove some of the flash specific haxe and adjust it to work with the away3d 2d but I guess it could be very complex ).
I need to convert a local HTML file to a Jpeg Image in a C++ module. As per our requirement, I cannot use 'wkhtmltoimage'. Hence I need any command line tool or libraries( which can be used in C++ ) that are available for the same.
Any suggestion will be appreciated.
ImageMagick is able to convert HTML to images (by first converting the HTML into PostScript and then to an image), however it's definitely not the best solution. WebKit is really the best tool for the job here. I don't know all the details about your situation, but maybe try linking to WebKit and using it directly instead of invoking wkhtmltoimage?
I want to be able to read at least some of the info a pdf has, this is in mobile, using an installed app built with Air.
Are there any libraries or methods to do this?.
Thanks.
Easiest way to do it is through StageWebView if you are running iOS. On Android, I haven't really found a good way to do it. There are no good libraries for it. Almost every PDF-related AS3 library is focused on writing PDFs, not displaying them. I've found a few in the past that can display them, but the end result is terrible and slow.
Are there any tips / best practices / secrets for optimizing the size of AS3 SWF files? In particular, any way to get a breakdown of what is taking up space inside the SWF, like you used to be able to in the old Flash 7/8 days? I'm not using the Flash IDE any more, but now I'm using either Flex Builder or FlashDevelop, so it needs to be something that I can do without the Flash IDE.
If you're interested what in the code is taking up space, you can get that information from the link report. It's not as detailed as what you can get out of the Flash IDE, but it shows the size of each class (uncompressed.)
To create a link report, use the -link-report <filename> flag on mxmlc. It creates an XML file with information about the classes linked into your SWF.
I used the .XSL file described in the link below to clean it up and make it more readable:
http://blog.iconara.net/2007/02/25/visualizing-mxmlcs-link-report/
One tip would be to try Joa Ebert's "Reducer" tool which can greatly reduce the size of any PNG files in your SWF if you used the embed tag.
http://blog.joa-ebert.com/2009/08/08/reducer/
Make sure, you use PNG-8 where it is possible and PNG-24 where you need alpha-channel.
Use pngout tool to optimize them.
And there are some tools that can obfuscate and optimize SWF files.
I'm not sure what can be done with Flex Builder or FlashDevelop but what I always watch out for is font embedding. I take care to embed only the characters which will definately be used in the final swf.
Hi I previously posted this link in a related question about link report analysis (here), I've used this in the past and its quite a nice tool
LinkReportAIR
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I have 3D CAD model that I want to show on a web page. I'd like to show it in a form like a <img> tag (e.g. inline with everything else rather than as a separate page) and I want the visitor to be able to rotate the model to view it from different perspectives.
What options do I have?
Things I'm thinking of/looking at
VRML
3DXML
flash
PDF has something that works but it doesn't embed like I want
3DMLW (Seems very slow)
Universal 3D (supported by Adobe Reader)
Edit:
The model is not very complex so perf is not a major concern.
Chrome Experiments has released several 3D Javascript applications. Here's an example:
Colors Cube
Papervison3D is a 3D flash library which might be worth a look. I haven't had the opportunity to play with it myself, but some of the demos look good.
Papervision and Unity3D are the best choices for the pipeline in and quick loading. Flash is installed on most machined but you need to export as COLLADA format and there is a limit of 2000 polys before it bogs down.
Unity 3D has a great pipeline and is free for the indie now. It supports very high poly counts and the plugin installs without a browser restart and is around 4MB (Flash and Sliverlight are both over 4MB now).
Another option might be Torque 3D but that is also very game based. I think your best option is Unity 3D. You can export as FBX and have it on the web in about 5 minutes.
In the future you could use O3D from Google or WebGL but it is not ready for primetime. The only capable simple pipeline to get 3d on the web currently with decent poly counts is Unity3D. It works on PC and Mac just like Flash and Silverlight.
I am not sure how good flash is at 3d support for things like CAD app file formats. IIRC, flash cannot do hardware accelerated 3D graphics. On the other hand, a Java applet can (with the right library).
A new tool called Sketch Fab came out a few month ago. It's designed entirely in HTML5 and seems very powerful.
You could also look at the <canvas> tag, which is being implemented by more browsers. There is probably already a JavaScript library for model viewing.
Consider QuickTime VR. It allows for much of what you ask and since you have the original, you can create a fairly accurate model.
Unity: http://unity3d.com
Have a look at http://labs.autodesk.com/technologies/freewheel/
Project FreeWheel can show 2D and 3D models made in Autocad, Invertor or Revit. I think it uses DWF or something.
At this point it's not possible to host FreeWheel on your own server, but you can upload a DWF to Autodesk and show your model in an IFrame.
VRML might be a good choice. There's a good client available from Parallel Graphics that I've used for quite a while now. I've got some VRML models on my website (though the content is quite trivial!). The models will load quite quickly, especially if they're not that large. There are several navigation modes available and you can lock it to "examine" which lets the user rotate the model (though in fact it's the camera that's moving around the object).
You will need to find a program that can write VRML files, though any decent modeller will have that option.
Seems like canvas tag based javascript drawing apis are picking up. See this recently released canvas 3d js library, even though it works only in FF 3.5: http://www.c3dl.org/
Autodesk is coming out with their new viewer api:
http://through-the-interface.typepad.com/through_the_interface/webtech/
Shockwave with some scripting code for the user being able to rotate the model.
Here's a JavaScript 3D rendering engine: pre3d.
If you haven't checked it out, Mr. Doob has a library for 3D graphics and modeling: homepage and git repo for three.js.
You could use A3dsViewer - provides export to HTML5(three.js) or you can do directly export to the Google Drive and get the generated <iframe> url for the yours page.
Exported HTML5 models contains by default included rotation functionality.
You can create html file of you 3D model using this plugins. It will generate single html file and you will able to use it any where in your website or you can send it to client as well