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Topics - Mal

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1
Wish List / Util to auto batch models
« on: April 10, 2014, 07:12:01 AM »
With the new functionality for batching models, it might be cool to have an optional autobatch, where when the scene is loaded, it looks for potential matches ( models with the same mesh and texture ), and auto places them in the batch code.

It would make it easy for more devs to quickly test out :)

2
Wish List / Pivot3D.show and hide with parameter to include children
« on: April 10, 2014, 06:08:45 AM »
Would be cool if show and hide had an additinal includeChildren:Boolean parameter, eg show(true) and hide(true) ( false by default, to keep existing functionality ), which would affect the children also.

3
General Discussion / iOS, Air 4 and -useLegacyAOT no
« on: February 23, 2014, 07:32:12 AM »
Has anyone had any issues with the new -useLegacyAOT no option ( for faster building ).

I'm seeing some issues here ( mainly to do with items being rotated incorrectly ).

I'm going to be writing some stuff from scratch in a few weeks and will do more testing to narrow down the problem then, but I thought I'd ask just to see if anyone here is working on a Flare3D iOS app and have it working OK / are seeing issues.

The speed-up in packaging time is unreal ( from about 3 minutes on one project here, to around 20 seconds ), so it's a very useful option to have!

4
Wish List / ZIP / zf3d and server firewalls
« on: February 22, 2014, 07:34:11 AM »
We just had a second potential client have this issue...

We sent them a link to a relatively simple example of a 3D model, which loads an external .zf3d.  Their server firewall blocked the .zf3d ( as it's a .zip file ), so the 3D content wouldn't load.

This seems to be more common than we initially thought ( we had hoped it was a one-off when we finally figured out what was happening when the first client had the issue ).

The work-around is to embed the .zf3d.  This of course means a full rebuild when new content is available, we would prefer being able to update 3D content externally for work flow / speed purposes.

What would be a good alternative solution if the project isn't able to use ZIP / .zf3d files?

- if .f3d isn't zip based, this would sort it ( as long as there is an option to export .f3d from eg 3DS Max )

- have an option when exporting .zf3d files that makes them not a true ZIP file ( eg change header file or whatever method is used to check for a zip file ).  On loading, the .zf3d loader can check if it's a true zip file, or a modified one, and handle the loading as normal ( eg revert the header and deal with it as a normal zip file after it's loaded ).


5
General Discussion / Code to get the best Context3D
« on: January 05, 2014, 10:44:25 AM »
It would be cool to have similar functionality built in to Flare3D...

http://jacksondunstan.com/articles/2464

6
IDE and Tools / IDE zfed size stats
« on: December 18, 2013, 09:33:33 AM »
It would be great to get some stats on the zf3d file, such as the internal filesize and dimensions of the images, the size taken up by the meshes.

7
Wish List / View from Camera
« on: December 13, 2013, 04:31:33 AM »
I know from the twitter feed that the Flare IDE is going to support selecting cameras, including user created cameras.

Will it support selecting the view from a camera that is parented to say an animating object, and then ( when the animation timeline is played within the IDE ) showing the camera view moving around that scene based on the animation?

Currently to see something in the IDE, I have to select the camera in the list ( this gives a small thumbnail ).  I then have to play the animation, and continually click on the camera name in order to update the thumbnail.

8
3DMax Exporter / Inverted objects on export ( Mirror, then reset scale )
« on: December 10, 2013, 07:17:06 AM »
We've had this issue a few times in several scenes we've tried to export, it's something our previous Shockwave 3D export pipeline used to handle so hopefully it's a simple fix.

Check this link...
http://www.cando3d.com/Flare3DTests/Bugs/mirror/

The normal looking box is just a box, the one beside it is a mirrored box ( which would be great if it exported and looked like the box - ie looked the same as it did in Max ).

Here's the scene in 3DS Max...


Here's the same scene in Flare3D...


The box at the bottom right is the mirrored box, but with a reset on the scale.  This used to fix the problem in Shockwave 3D export pipeline, but it doesn't with this pipeline.

Here is a zip containing the source Max file, the code, and the .zf3d file.

http://www.cando3d.com/Flare3DTests/Bugs/mirror/3dscene_mirror.zip

Note that in some scenes that we're testing with, an artist may have previously mirrored and then reset the scale on a model, and there is no way of us knowing that they did that.  I'm sure a lot of other companies would be in the same situation with existing scenes, or even with artists creating new scenes who are used to mirroring objects to populate a scene.

It's currently a bit of a nightmare to then try to get that object working visually again ( saving the object out, cloning it, deleting the original, merging it back into the scene, check if it worked, if not pull some hair out, reset computer, retry etc ).

I'm hoping that this simple example helps narrow down the issue for the devs, and the exporter is maybe just missing a check for this particular case and that it can be fixed at source.

9
Bugs / Clipping ( culling ) bug, and source files
« on: December 09, 2013, 01:09:41 PM »
I've seen some issues with objects disappearing, but haven't had time to put together a simple demo until now.

Here's a link, showing the issue...
http://www.cando3d.com/Flare3DTests/Bugs/clipping/

And here are the files to recreate ( source, zf3d and Max file )...
http://www.cando3d.com/Flare3DTests/Bugs/clipping/3dscene_flicker.zip

Hope this helps narrow down the issue...
Mal

10
I was adding a 3D game .swf file ( created in FlashDevelop ) using addChild to a UI front end .swc created in Flash CC, and was getting a huge slowdown.

Update 2: When tweaking the settings, I had assumed it was the scaling, but it seems like it might have been the frameRate.  If a framerate is set in the initial movie, this framerate is used for all imported movies.

In this case, the framerate in the calling movie was set to the default ( 24 ), and the game physics required a higher framerate.

You can set the frameRate directly in-game using stage.frameRate = , and also set it back when the UI code is called ( where the button animations etc were set up to run at 24 ).

Hopefully that helps someone in the future!

11
General Discussion / Related forums and mailing lists
« on: December 02, 2013, 04:35:49 AM »
I was wondering what other web based resources some of the members here use regularly, and would recommend ( forums, mailing lists etc )

They might be pure AS3 related ( for optimising generic Flash code ), or indie game sites for higher level info ( eg marketing ), or WebGL for keeping an eye on future technologies etc, or even for server based coding as a back-end to the Flash front-end.

If you have a great resource site ( other than the Flare3D forums of course :), feel free to post.

12
3DMax Exporter / F3D User Data "Add variable" pop-up needs to be wider
« on: November 16, 2013, 05:21:15 AM »
When using the ( excellent ) F3D User Data modifier, the "Add variable" pop-up dialog that lets you enter data is way to skinny - it needs to be a lot wider.

Here's an image showing the issue...


As you can see, I've entered...
"sampleString" as a Variable Name, and it only shows...
"mpleString"

In Value, I've entered...
"abcdefghijklmnopqrstuvwxyz", and it only shows...
"rstuvwxyz"

An example of how I use the properties is to tag other objects ( eg click on an object, then do something with the objects named in the tag ).

In a simple level, I might use something like this...

"objectWithDescriptiveName001,objectWithDescriptiveName002,objectWithDescriptiveName003"

Currently I'd see...
"objectWit"

Any increase on this would be great - in fact, if the dialog could be resizable, and have a default width around 4 times larger than it currently is, that would be great.

It's a small fix, but an important one.  When debugging a scene in 3DS Max, I'm either having to scroll slowly along the string to see any issues, or having to "select all, cut and paste" the text into notepad, then edit it there, and paste it back in again.

13
General Discussion / Clouds - any good Flare 3D examples
« on: October 30, 2013, 01:40:37 PM »
I had a search on the forums for examples of cloud rendering ( where you can view from outside them, fly through them ( right up to having zero visibility ) but couldn't see any examples.

I found some links to the likes of this - http://wonderfl.net/c/h9dR - but none done in Flare 3D.

I'm assuming we could use a particle system, pre-"exploded" and then made more or less static?

Thanks in advance for any help...
Mal

14
Bugs / getBounds on scene crash with object with no vertices
« on: September 10, 2013, 08:41:44 AM »
Just tried an older scene with newer code, which now calls

var aBounds:Boundings3D = Pivot3DUtils.getBounds ( _this._scene3D );


This crashed the scene, and I narrowed it down to a model which had its vertices deleted ( not sure why ). 

Rather than crashing, if the getBounds code could maybe check for this and just give that object 0 bound values, that would be great.


Here's the call stack.

http://www.cando3d.com/Flare3DTests/Bugs/Flare3D_Crash.PNG

15
Bugs / Weird animation label playing issue
« on: September 08, 2013, 04:47:33 AM »
I have a box, which I rotate 90 degrees in frames 0 to 10 in the first F3D Animation Label, and then from 10 to 20 for the second one.

At 20, the box is completely upright within 3DS Max.


When I play the second Label3D in Flare 3D, the box doesn't return to it's upright state - it's angle is slightly off ( as if it's at frame 19 ).

I code, when I add +1 to the Label3D's .to property before playing it ( in this case, to set it to 21 ), the box animation is correct.


I hadn't noticed this before, maybe because our animations are longer and the difference beween the upright frame at say 199 and 200 isn't so obvious.

I'll try to build a simple demo scene later on, I'm flat out trying to get a prototype for Tuesday at the moment so the simple fix above is OK for now.

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