Author Topic: New Flare3D 2.8.5 is out!  (Read 18706 times)

Ariel Nehmad   «   on: November 21, 2014, 12:17:24 AM »


Before you guys jump into the release, keep in mind that it is an alpha build, we still have some work to do there, but..
if you can live with the known issues listed at the bottom, this release is for you!
We're committed to fix everything you could find and make it rock solid ;)
As usual, any feedback is more than welcomed!, we'll be iterating over these builds as quickly as possible!

There are tons of new things, and we're working on documentation for each one, but meanwhile,
Please!, read the changeLog! :)

Download link: Flare3D 2.8.6

Mac version (only IDE) here.
   


Some considerations:
   - Textures are set as "compressed" by default (without alpha), so if you have transparent textures will need to change the texture format in the textures panel.
   - Although it is possible, avoid using multiple packages at the moment, if you move things from one to another it could cause some loss of dependencies, we'll fix this asap.

Known issues:
   - "Reimport" and "Reimport From" are disabled in this build for 3D models, but works for textures.
   - Only png and jpg textures formats are supported in this build.
   - Not yet validating packages with duplicated names (be careful!).
   - Scripts API changes, some scripts will need to be updated (more on this soon).
   - Filter field in Project panel is disabled in this build.
   - Deleting an object in the Project panel does not delete its dependencies.

Hope you like it!
Enjoy! :)
« Last Edit: December 23, 2017, 11:31:11 AM by Ariel Nehmad »

Duc VM   «   Reply #1 on: November 21, 2014, 02:06:05 AM »
hi Ariel. tks for this. but.
i have problem with camera. load new model from file, when load done camera auto move to position of new model that. on  old version it don't move.
that's bug ? how to fix it?

Tommy Svensson   «   Reply #2 on: November 21, 2014, 04:26:43 AM »
Wow. Congratulations to Ariel and the Flare3D Team!!

2.8 alpha.. i think many people will be happy with this! Great work guys!!! :) ...pretty good stuff...tests show i can get a scene with 200 million triangles running in 2.8!! :) :) ..

I found a pretty nasty bug though, often popup's will not close the modal overlay after the user selects something.. leaving the entire application "gray" and inactive ..
« Last Edit: November 21, 2014, 04:39:58 AM by Tommy Svensson »

Tom Goethals   «   Reply #3 on: November 21, 2014, 04:56:55 AM »
EDIT: something was wrong with my AIR installation, updated and now it starts :-) great job!
« Last Edit: November 21, 2014, 05:54:25 AM by Tom Goethals »

Ariel Nehmad   «   Reply #4 on: November 21, 2014, 08:43:08 AM »
Thanks guys!

@Duc, we're aware of that, if part of the scene settings, we'll fix that.

@Tommy, what modal are you referring to? can you give us more details?

@Tom, great! :)

Kenny   «   Reply #5 on: November 21, 2014, 11:03:39 AM »
I've been loading my skybox with multiple images.  Is it now required to load a single image?  Nevermind, I see we'll need to use a cubemap texture instead now.
« Last Edit: November 21, 2014, 11:15:15 AM by Kenny »

Ariel Nehmad   «   Reply #6 on: November 21, 2014, 11:29:27 AM »
@Kenny, I'm afraid yes, but it has several advantages compared to the old one. If you think it may be useful, we could add some util to construct the cubemap based on those images. additionally, here is a recent discussion about SkyBox that has the source code of the old SkyBox in case you want to keep using it ;)

Ariel Nehmad   «   Reply #7 on: November 22, 2014, 12:30:43 PM »
Updated to 2.8.1 with some small fixes :)

nero king   «   Reply #8 on: November 22, 2014, 01:14:07 PM »
how can I export a f3d file?

I use 2.7.2 Plug-in export a zf3d file with skin animation.
it looks wrong.

But I use 2.7.1 Plug-in export , it looks all right.




About maxBonesPerVertex?
Attachments:
« Last Edit: November 22, 2014, 02:21:45 PM by nero king »

Ariel Nehmad   «   Reply #9 on: November 22, 2014, 01:18:13 PM »
Right click on the packages, "Build Package".
We were thinking into add an option for building the entire project which would build all the packages into a specified folder, but it was a bit confusing...still, we're open to any suggestion ;)
Attachments:
« Last Edit: November 22, 2014, 01:19:44 PM by Ariel Nehmad »

nero king   «   Reply #10 on: November 22, 2014, 01:49:44 PM »
Ariel, I think this is not flexible.
I use f3d file , only need compressed animation and model data.
Textures has other loading mechanism.
My project has very many model,I loaded only when needed.
Different models may share a set of texture.

so you know... :)
Not into a file package ...

Developers need to "small file size", "quickly read", "small memory","flexible".


Attachments is my model max file, for you test and debug :)
Attachments:
« Last Edit: November 22, 2014, 02:28:26 PM by nero king »

Ariel Nehmad   «   Reply #11 on: November 22, 2014, 06:00:12 PM »
I completely understand and have heard similar request from other people as well ;)

Packages can contain just one file if needed, but i understand that the import / export process will be quite annoying.

These are few ideas that comes to my mind.

1) Have an option on the "Build Package" dialog to split models in different f3d's files instead of a single one. This will allow to import N files and export each one into a single f3d all at once.

2) we could also add the option for "Build As" on the right click of each 3D model. so you can export individual assets as well.

The F3D files, are much lighter than ZF3D, in both, memory and loading times, they are a really a huge win compared to ZF3D files.
We'll work on more animation specific features as well ;)

About the 2.7.2 exporter, did you export from 3ds max 2014? I tried from 2013 but locks fine....I'll lock into that.
« Last Edit: November 22, 2014, 06:01:48 PM by Ariel Nehmad »

nero king   «   Reply #12 on: November 23, 2014, 03:16:48 AM »
"2) we could also add the option for "Build As" on the right click of each 3D model. so you can export individual assets as well."
I think it's good idea~

I use 3dsmax 2012 export ZF3D file.

Duc VM   «   Reply #13 on: November 23, 2014, 08:42:23 PM »
Ariel. how to use function getfile() in new loader F3d Loader.
i have store some file one.zf3d,two.zf3d .v.v. all is one model.f3d file,.
when i want get one.zf3d or two.zf3d in model.f3d after model.f3d loaded. how to?
ex : myLoad:F3D loader = new F3d Loader("model.f3d");
.......
when i try :
myLoad.getfile("one.zf3d") or myLoad.getfile("one") it not work.

Ariel Nehmad   «   Reply #14 on: November 24, 2014, 08:18:08 AM »
@Duc, I'll be including some examples, but your assumption is right, myLoad.getFile("one.zf3d") should give you a Pivot3D instance in this case, which you can then add to the main scene.