I can't seem to find a specific solution for my problem so I hope someone here can help me.
I am experimenting with alternativa 3D in Actionscript3 and I managed to upload a textured .3DS model from 3D Max.
The object is a complex spaceship that wasn't intended to be used in a game but I wanted to use it as an example.
The problem is:
Since the imported model is complex it has a lot of overlapping parts. Alternativa z-sorting engine don't react well to this overlapping and the output is jittery texture(i don't know how else to call it) in the overlapping places.
I know next time to model my objects with as less overlapping parts as possible but I am sure this problem will reappear in other forms in the future.
The Alternativa documentation suggests using Decal objects instead of Mash objects but I can't seem to convert imported object Mashs to Decay objects.
Any help will be appreciated.
If you have a model where faces directly intersect one another, then I'd suggest this, not the engine, is the problem.
A well-built 3d model shouldn't have any intersecting faces - you may not notice or think it's a problem in a program like 3dsMAX, you can get away with it more - but it'll certainly show up in a real-time engine.
Related
I am trying to fake a shadow in 3D space. ShadowDirectionalLight does not suit my purposes, therefore I am gonna run a texture based animation.
I was thinking of using Decals for my animations. Can someone provide an example of how to use them? Creation and how render cycle should be constructed is puzzling to me. I found this post but it seems out of date.
I am developing a game using cocos2d-x with built-in physics engine. In this game, user try to put object as stack and keep them balance.
However, i got a problem when i try to put an object on other one, it makes two objects slide along each other
I tried set friction value but nothing changes. I noticed that when i put a dynamic object on a non-dynamic object it's fine but when i put a dynamic object on other dynamic object, the problem (sliding along) will be happened.
I also create a gif demonstrate my problem because of my bad English.
http://makeagif.com/i/0lSVdW
Sorry i don't have enough reputation to post images.
I would appreciate any help!
After browsing for a while for available solutions, it is really hard to choose the most appropriate tool for creating dashboard & populating it with plots. I would want to have an html page with multiple plots and tables depicted. I'm thinking to have data input stored in csv files, appropriately formatted.
The requirements are:
plot coordinates are showing on mouse hover
ability to show coordinates of points on a plotted line (points in
scatter plot or bar values for bar chart) 'sticking' to the nearest
lines on hover, with appropriate handling of multiple lines (show several y values for same x)
ability to interactively switch plotted data on/off
easily embeddable into html page, doesn't require additional plugins installed
a good variety of plot types
not too slow to load and stable, there could be ~50 plots on one page
(this is for internal use only, so quickness is not that important)
does it all with minimal effort
So far I checked out (by no means a final opinion, correct me if I'm wrong):
gnuplot+canvas - looks good, but samples on their page fail to work
well for me, not always getting mouse clicks right
python+matplotlib+mplh5canvas - feels a bit raw, as I understand
some of the stuff above I'd need to implement in Python myself
RGraph looks awesome at first glance, not sure if it is good since never heard of
it and don't have any experience in js, hard to customize(?)
some other random stuff which seemed bad enough
Suggestions?
RGraph looks awesome, and is awesome. It's not difficult to use and there are a lot of examples online.
Rgraph Example page
They've got 22types of graphs, correct me if I'm wrong, and as I already said, easy to use.
Documentation about possibilities and stuff for each type of graph is also available on the website.
I end up using Highcharts because of its very advance features and ready-to-use templates (in addition to the things mentioned in the question).
I'm searching for Depth map algorithm for action scrip 3 (or some other language).
My goal is to generate depth map for static image on run time.
I have fount this example http://kode80.com/2009/06/29/papervision-zbuffer-and-dof/, i didn't have the time to investigate it's code but i have the filling its working only with 3d models.
Worst viable option is server side technology that does the work.
Extended description:
I have a task to develop flash application where 3d rotation of a head is simulated by a 2d image uploaded by the user.
There are some japan guys that have managed to do that (http://hairtry.jp/), but the technology that they are using is server side. It generates swf fail with precisely coped eyes and image for the depth map of the uploaded picture. I can't find out what is the sever side technology that they are using so I'm searching for any posible workarounds.
Thanks in advance.
Cheers,
Chavdar Slavov
your easiest solution would be to use a 3d engine, Paper vision seems to be getting out dated, theres a lot of documents on how to use, and tutorials but again not much has been happening with them lately. i suggest Away3d "www.away3d.com" they seem up to date.
for what your asking it is possible to do this 100% in flash but to create a 3d head at runtime and fill the face with hieght maps this is possible, you would need to look at bitmap manipulation.i dont think this is an easy task, what you should learn first is how to add an image to a spheric surface dynamically than look into height mapping by converting certain coulours from the image into different levels of depth i must say im sure this is advanced stuff, i manged to animate a globe that was this same method it looks dodgy but it gives you some source code in the FLA
http://www.ffiles.com/flash/animations/globe_animation_3496.html
The above link will allow you to download my source files, the animation it self is a scrolling image but i used Actionscript to give the globe depth and a sheric look
I am developing a PV3D application that imports DAE models exported by Blender's Collada Exporter plugin (1.4). When I build them in Blender, I use exact dimensions (the end-game is to have scale models in PV3D).
Using the same scale of dimensions, some models appear in PV3D extremely tiny, while others are the appropriate size. Many appear with rotations bearing no resemblance to how they were constructed in Blender. Also, I have to flip the normals in Blender in order to get them to display properly in PV3D, and even then, occasional triangles will appear in PV3D with normals still reversed. I can't seem to discern a pattern amongst which models appear tiny. Same goes for the randomly flipping normals - I there doesn't seem to be a pattern to it.
Has anyone had any experience with a problem like this? I can't even think of how to tackle it - the symptoms seem to point to something with the way PV3D handles the import, or how Blender handles the export, and the 3D math is way beyond me.
I had a similar problem with the normals, I found that after applying scale/rotation to objdata (I had to make it single user first) the normals were facing in the direction which corresponded to what I was seeing in papervision.
This should fix your scaling issues too.
I finally found the source of the problem a while back, and just remembered I should update this post.
Turns out, the normals weren't being flipped. My models contained relative acute angles and sharp, flat projections (think a low grade ramp). When viewed from certain angles, the z-sorting (which sorts by object center by default) was incorrectly sorting the faces because the acute angles and flat, sharp projections caused the poly's center to be farther away than another poly's center behind it.
The effect was consistent from all my view angles because the camera was restricted to a single, fixed orbit around the models, so the same thing happened in reverse from the other side of the model, making it appear like the normals were flipped.
As for the scale issues - I never figured that out. I moved to Sketchup for my model creation, and that seemed to solve it.