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I posted to delicious.com
Stardust Butterfly | ClockMaker Demos
- Tags:
- as3
- PaperVision3D
- particle-engine
December 23 2009, 7:13am | Comments »
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I posted to i-create.org
404 Errors Hyped With PaperVision3d
http://i-create.org/2009/12/20/404-errors-hyped-with-papervision3d/
404 Error Pages don’t have to be boring. Especially if you develop rich internet applications and have access to awesome tools like PaperVision3d and Hype! This is a two part example. This example just shows you simple code to create a planes in PaperVision3d make them follow your mouse. I also used SoundSnap to snag some short-circuit static for background noise. I also used Hype to analyze the sound this is literally an out of the box example of Hype. What is hype? Hype is a new framework for quickly putting together highly interactive eye-candy. Hype was created by Joshua Davis and Brendan Hall. It has special methods like Color Pool, Grids, Vibrations Effects, Sound Analysis, just to name a few in short its wicked cool. I am looking forward to playing around with it more it’s just a matter of finding the time. This was just something I was thinking about placing on my new interactive portfolio. I am going to create a 404 page that utilizes these libraries. This part only shows you the audio analysis, papervision3d plane code, and vibration effect applied to a movie. In part two I will add a parallax effect to give this error page more depth. Mash it with a search that pulls results from i-create and also has hidden gems in it. I will hope to really dig into hype more. Sometimes it can be fun to make websites that are distracting on purpose read like a choose your own adventure album. I can show an example like this and now show you one of my favorite sites. You have to go out and check out ABC (Abnormal Behavior Child) I think he originally made this style and his site is setup more like a personal odyssey.
Code for the Class Code Behind:
?View Code ACTIONSCRIPTpackage { import flash.display.*; import flash.events.Event; import flash.net.URLLoader; import flash.net.URLRequest; import flash.events.*; import flash.filters.BitmapFilterQuality; import flash.filters.BlurFilter; import fl.transitions.*; import flash.events.Event; import flash.events.MouseEvent; import flash.media.Sound; import org.papervision3d.cameras.Camera3D; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.render.BasicRenderEngine; import org.papervision3d.scenes.Scene3D; import org.papervision3d.view.Viewport3D; import org.papervision3d.materials.BitmapFileMaterial; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.materials.*; import hype.framework.core.TimeType; import hype.framework.rhythm.SimpleRhythm; import hype.framework.sound.SoundAnalyzer; public class e404 extends MovieClip { public var viewport:Viewport3D; public var scene:Scene3D; public var camera:Camera3D; public var plane :Plane; public var plane2 :Plane; public var plane3 :Plane; public var renderer:BasicRenderEngine; public function e404():void { addEventListener( Event.ENTER_FRAME, e404Go ); } public function e404Go(e:Event):void { removeEventListener(Event.ENTER_FRAME,e404Go ); // Create the container Sprite stage.scaleMode=StageScaleMode.NO_SCALE; stage.align=StageAlign.TOP_LEFT; // init3D(); createPlane(); addEventListeners(); private function init3D():void { // VIEWPORT viewport=new Viewport3D(0,0,true,false); addChild( viewport ); // // RENDERER renderer = new BasicRenderEngine(); // // SCENE scene = new Scene3D(); // // CAMERA camera = new Camera3D(); camera.zoom=11; camera.focus=100; } private function createPlane():void { BitmapFileMaterial.LOADING_COLOR=0x000000; BitmapFileMaterial.ERROR_COLOR=0xFF0000; // var material:BitmapFileMaterial=new BitmapFileMaterial("404e.png"); material.doubleSided=true; var material2:BitmapFileMaterial=new BitmapFileMaterial("404e2.png"); material2.doubleSided=true; var material3:ColorMaterial=new ColorMaterial(0xFC0606,.6); material3.doubleSided=true; // plane=new Plane(material,300,100,10,10); plane.x=-350; plane.y=265; plane2=new Plane(material2,300,100,10,10); plane2.x=-350; plane2.y=265; plane2.z=-60; plane3=new Plane(material3,800,150,10,10); plane3.x=-350; plane3.y=285; plane3.z=80; // scene.addChild( plane ); scene.addChild( plane2 ); scene.addChild( plane3 ); } private function addEventListeners():void { addEventListener( Event.ENTER_FRAME, __onEnterFrame ); } private function removeEventListeners():void { removeEventListener( Event.ENTER_FRAME, __onEnterFrame ); } private function __onEnterFrame( e:Event ):void { plane.rotationY=viewport.mouseX/4; plane.rotationX=viewport.mouseY/4; plane2.rotationY=viewport.mouseX/4; plane2.rotationX=viewport.mouseY/4; plane3.rotationY=viewport.mouseX/4; plane3.rotationX=viewport.mouseY/4; // renderer.renderScene( scene, camera, viewport ); } } }
Below are the actions that are applied to the time-line with in the Movie
?View Code ACTIONSCRIPTimport hype.extended.behavior.FunctionTracker; import hype.extended.behavior.Oscillator; import hype.extended.color.ColorPool; import hype.extended.layout.GridLayout; import hype.framework.display.BitmapCanvas; import hype.framework.sound.SoundAnalyzer; import hype.extended.behavior.FixedVibration; var myWidth = stage.stageWidth; var myHeight = stage.stageHeight; var clipCanvas:BitmapCanvas = new BitmapCanvas(myWidth, myHeight); addChild(clipCanvas); var clipContainer:Sprite = new Sprite(); var soundAnalyzer:SoundAnalyzer = new SoundAnalyzer(); soundAnalyzer.start(); var colorPool:ColorPool = new ColorPool( 0x9F3F11, 0xFC0606, 0x9FC1BE, 0x787D29, 0xE0D4BA, 0x911F15, 0xBFCDF2, 0xF0EEF1 ); // xStart, yStart, xSpacing, ySpacing, columns var layout:GridLayout = new GridLayout(0, myHeight / 2, 10, 0, 34); var numItems:int = 64; var freq:int = 120; for (var i:uint = 0; i < numItems; ++i) { var clip:MySquare = new MySquare(); layout.applyLayout(clip); colorPool.colorChildren(clip); // object, property, soundAnalyzer.getFrequencyRange, [startRange, endRange, min, max] var aTracker:FunctionTracker = new FunctionTracker(clip.myFill, "alpha", soundAnalyzer.getFrequencyRange, [i4, i4+4, 0.25, 1.0]); var sTracker:FunctionTracker = new FunctionTracker(clip.myFill, "scaleY", soundAnalyzer.getFrequencyRange, [i4, i4+4, 0.5, 30.0]); aTracker.start(); sTracker.start(); // target Object, property, waveFunction, frequency, min, max, start value var yOsc:Oscillator = new Oscillator(clip, "y", Oscillator.sineWave, freq, 60, 600, i/(180/2)); yOsc.start(); clipContainer.addChild(clip); } clipCanvas.startCapture(clipContainer, true); var sound:Sound = new Sound(); sound.load(new URLRequest("shortCircuitE1.mp3")); sound.play(); var aVibration:FixedVibration = new FixedVibration(cBagHead, "alpha", 0.9, 0.1, 0.0, 1.0, false); aVibration.start();
Sometimes it can be fun to make something that is distracting. Kind of reminds me of my college days. Life drawing for about 3 hours(which beats the hell out of Biology and Business lectures) in the morning and then off to do some display work at the Hitchin Post a clothing store I worked at for years. I always had opportunities to use my creative skills with display work their. You know you’ve created great display work when people ask for things out of the window. Display work also used to make retail work easy people see something like it and want to buy hence you don’t need to talk to them. It can be fun to make things interactive! People like eye-candy. Anyway exercises like these help make you a little bit more creative. At least that was the case for these well known display artists Jasper Johns and Andy Warhol. Anyway enough ranting it is Saturday night. I can’t wait until my Media Temple migration is complete and my new interactive portfolio is done. Than I can work on new projects. Ya thanks Josh and Brendan the Hype Framework is like an awesome set of paints! Cool Sites to Check Out: ABC Choose Your Own Adventure and Informatics Cool Frameworks to Check Out: PaperVision3D Hype Bookmark and Share More »Powered by Bookmarkify™
December 19 2009, 10:12pm | Comments »
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I posted to i-create.org
PaperVision3d The Wall
http://i-create.org/2009/11/01/pv3d_the_wall/
This is a simple papervision3d tutorial it is only purpose is to show you how easy it is to import a 3d model from sketchup (free Version) and render it for the web utilizing Papervision3d and flash. This tutorial was developed using the Flash Develop IDE. Things you will need for the tutorial: SketchUp Papervision3d FlashDevelop Project Berlin Code What you will learn:
How to import a Collada (DAE File) How to import a Google Earth Model How to convert a .kmz to a .dae (colloda) How to control the camera with Keyboard Commands
Click on this image and the project will load it takes a few seconds and I have not added a loader yet so be patient:
ActionScript Code
?View Code ACTIONSCRIPTpackage { import flash.events.Event; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.display.DisplayObject; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.BitmapMaterial; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.parsers.Collada; import org.papervision3d.objects.parsers.DAE; import org.papervision3d.objects.parsers.KMZ; import org.papervision3d.view.BasicView; public class main extends BasicView { private var light:PointLight3D; private var doRotation:Boolean = false; private var lastMouseX:int; private var lastMouseY:int; private var cameraPitch:Number = -90; private var cameraYaw:Number = 60;
public function main() { super(0, 0, true, true); // Initialise Papervision3D init3D(); // Create the 3D objects createScene(); // Listen to mouse up and down events on the stage stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown); stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp); stage.addEventListener(KeyboardEvent.KEY_DOWN, onCameraMove); // Start rendering the scene startRendering(); } private function init3D():void { // position the camera camera.z = -700; /camera.x = -700; camera.y = -700;/ //camera.moveRight(90); camera.moveForward(370); //camera.moveLeft(90); camera.fov =70; camera.orbit(cameraPitch, cameraYaw); } private function createScene():void {
// create a new 3D object from a 3D google earth object file and perform actions when loaded var gdrCheckpoint:KMZ = new KMZ(); gdrCheckpoint.addEventListener(FileLoadEvent.LOAD_COMPLETE, function onLoad(event:Event):void { gdrCheckpoint.scale = 20; //kmz.moveLeft(300); gdrCheckpoint.moveForward(100); gdrCheckpoint.moveDown(50); scene.addChild(gdrCheckpoint); }); gdrCheckpoint.load("gdrCheckPointl.kmz"); var berlinwall:DAE = new DAE(true); berlinwall.addEventListener(FileLoadEvent.LOAD_COMPLETE, function onLoad(event:Event):void { berlinwall.scale = 40; berlinwall.moveForward(180); berlinwall.moveDown(50); berlinwall.moveRight(100); scene.addChild(berlinwall); }); // load the DAE from a specific URL berlinwall.load("berlinwall/files/berlinwall.dae"); } override protected function onRenderTick(event:Event=null):void { // update camera position updateCamera(); // call the renderer super.onRenderTick(event); } private function updateCamera():void { // If the mouse button has been clicked then update the camera position
if (doRotation) { // convert the change in mouse position into a change in camera angle var dPitch:Number = (mouseY - lastMouseY) / 20; var dYaw:Number = (mouseX - lastMouseX) / 20; // update the camera angles cameraPitch -= dPitch; cameraYaw -= dYaw; // limit the pitch of the camera if (cameraPitch <= 0) { cameraPitch = 0.1; } else if (cameraPitch >= 180) { cameraPitch = 179.9; } // reset the last mouse position //lastMouseX = mouseX; lastMouseY = mouseY; // reposition the camera camera.orbit(cameraPitch, cameraYaw); } } // called when the keyboard is pressed private function onCameraMove(event:KeyboardEvent):void { //trace("keyHandlerfunction: " + event.keyCode); if (event.keyCode == 39) { camera.x = camera.x + 15; } if (event.keyCode == 37) { camera.x = camera.x - 15; } if (event.keyCode == 38) { camera.z = camera.z + 25; } if (event.keyCode == 40) { camera.z = camera.z - 25; } } // called when mouse down on stage private function onMouseDown(event:MouseEvent):void { doRotation = true; lastMouseX = event.stageX; lastMouseY = event.stageY; } // called when mouse up on stage private function onMouseUp(event:MouseEvent):void { doRotation = false; } } }Collada .DAE File
?View Code XML<?xml version="1.0" encoding="utf-8"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset> <contributor> <authoring_tool>Google SketchUp 6</authoring_tool> </contributor> <created>2009-03-09T23:19:30Z</created> <modified>2009-03-09T23:19:30Z</modified> <unit name="meters" meter="1.0"/> <up_axis>Z_UP</up_axis> </asset> <library_images> <image id="material0-image" name="material0-image"> <init_from>../images/texture0.jpg</init_from> </image> <image id="material1-image" name="material1-image"> <init_from>../images/texture1.jpg</init_from> </image> <image id="material2-image" name="material2-image"> <init_from>../images/texture2.jpg</init_from> </image> <image id="material3-image" name="material3-image"> <init_from>../images/texture3.jpg</init_from> </image> <image id="material4-image" name="material4-image"> <init_from>../images/texture4.jpg</init_from> </image> <image id="material5-image" name="material5-image"> <init_from>../images/texture5.jpg</init_from> </image> <image id="material6-image" name="material6-image"> <init_from>../images/texture6.jpg</init_from> </image> <image id="material7-image" name="material7-image"> <init_from>../images/texture7.jpg</init_from> </image> <image id="material8-image" name="material8-image"> <init_from>../images/texture8.jpg</init_from> </image> <image id="material9-image" name="material9-image"> <init_from>../images/texture9.jpg</init_from> </image> <image id="material10-image" name="material10-image"> <init_from>../images/texture10.jpg</init_from> </image> <image id="material11-image" name="material11-image"> <init_from>../images/texture11.jpg</init_from> </image> <image id="material12-image" name="material12-image"> <init_from>../images/texture12.jpg</init_from> </image> <image id="material13-image" name="material13-image"> <init_from>../images/texture13.jpg</init_from> </image> <image id="material14-image" name="material14-image"> <init_from>../images/texture14.jpg</init_from> </image> <image id="material15-image" name="material15-image"> <init_from>../images/texture15.jpg</init_from> </image> <image id="material16-image" name="material16-image"> <init_from>../images/texture16.jpg</init_from> </image> <image id="material17-image" name="material17-image"> <init_from>../images/texture17.jpg</init_from> </image> <image id="material18-image" name="material18-image"> <init_from>../images/texture18.jpg</init_from> </image> <image id="material19-image" name="material19-image"> <init_from>../images/texture19.jpg</init_from> </image> </library_images> <library_materials> <material id="material0ID" name="material0"> <instance_effect url="#material0-effect"/> </material> <material id="material1ID" name="material1"> <instance_effect url="#material1-effect"/> </material> <material id="material2ID" name="material2"> <instance_effect url="#material2-effect"/> </material> <material id="material3ID" name="material3"> <instance_effect url="#material3-effect"/> </material> <material id="material4ID" name="material4"> <instance_effect url="#material4-effect"/> </material> <material id="material5ID" name="material5"> <instance_effect url="#material5-effect"/> </material> <material id="material6ID" name="material6"> <instance_effect url="#material6-effect"/> </material> <material id="material7ID" name="material7"> <instance_effect url="#material7-effect"/> </material> <material id="material8ID" name="material8"> <instance_effect url="#material8-effect"/> </material> <material id="material9ID" name="material9"> <instance_effect url="#material9-effect"/> </material> <material id="material10ID" name="material10"> <instance_effect url="#material10-effect"/> </material> <material id="material11ID" name="material11"> <instance_effect url="#material11-effect"/> </material> <material id="FrontColorNoCullingID" name="FrontColorNoCulling"> <instance_effect url="#FrontColorNoCulling-effect"/> </material> <material id="material12ID" name="material12"> <instance_effect url="#material12-effect"/> </material> <material id="material13ID" name="material13"> <instance_effect url="#material13-effect"/> </material> <material id="material14ID" name="material14"> <instance_effect url="#material14-effect"/> </material> <material id="material15ID" name="material15"> <instance_effect url="#material15-effect"/> </material> <material id="material16ID" name="material16"> <instance_effect url="#material16-effect"/> </material> <material id="material17ID" name="material17"> <instance_effect url="#material17-effect"/> </material> <material id="material18ID" name="material18"> <instance_effect url="#material18-effect"/> </material> <material id="material19ID" name="material19"> <instance_effect url="#material19-effect"/> </material> </library_materials> <library_effects> <effect id="material0-effect" name="material0-effect"> <profile_COMMON> <newparam sid="material0-image-surface"> <surface type="2D"> <init_from>material0-image</init_from> </surface> </newparam> <newparam sid="material0-image-sampler"> <sampler2D> <source>material0-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material0-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material1-effect" name="material1-effect"> <profile_COMMON> <newparam sid="material1-image-surface"> <surface type="2D"> <init_from>material1-image</init_from> </surface> </newparam> <newparam sid="material1-image-sampler"> <sampler2D> <source>material1-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material1-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material2-effect" name="material2-effect"> <profile_COMMON> <newparam sid="material2-image-surface"> <surface type="2D"> <init_from>material2-image</init_from> </surface> </newparam> <newparam sid="material2-image-sampler"> <sampler2D> <source>material2-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material2-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material3-effect" name="material3-effect"> <profile_COMMON> <newparam sid="material3-image-surface"> <surface type="2D"> <init_from>material3-image</init_from> </surface> </newparam> <newparam sid="material3-image-sampler"> <sampler2D> <source>material3-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material3-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material4-effect" name="material4-effect"> <profile_COMMON> <newparam sid="material4-image-surface"> <surface type="2D"> <init_from>material4-image</init_from> </surface> </newparam> <newparam sid="material4-image-sampler"> <sampler2D> <source>material4-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material4-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material5-effect" name="material5-effect"> <profile_COMMON> <newparam sid="material5-image-surface"> <surface type="2D"> <init_from>material5-image</init_from> </surface> </newparam> <newparam sid="material5-image-sampler"> <sampler2D> <source>material5-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material5-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material6-effect" name="material6-effect"> <profile_COMMON> <newparam sid="material6-image-surface"> <surface type="2D"> <init_from>material6-image</init_from> </surface> </newparam> <newparam sid="material6-image-sampler"> <sampler2D> <source>material6-image-surface</source> </sampler2D> </newparam> <technique sid="COMMON"> <phong> <emission> <color>0.000000 0.000000 0.000000 1</color> </emission> <ambient> <color>0.000000 0.000000 0.000000 1</color> </ambient> <diffuse> <texture texture="material6-image-sampler" texcoord="UVSET0"/> </diffuse> <specular> <color>0.330000 0.330000 0.330000 1</color> </specular> <shininess> <float>20.000000</float> </shininess> <reflectivity> <float>0.100000</float> </reflectivity> <transparent> <color>1 1 1 1</color> </transparent> <transparency> <float>0.000000</float> </transparency> </phong> </technique> <extra> <technique profile="GOOGLEEARTH"> <double_sided>1</double_sided> </technique> </extra> </profile_COMMON> </effect> <effect id="material7-effect" name="material7-effect"> <profile_COMMON> <newparam sid="material7-image-surface"> <surface type="2D"> 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source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>16 8 64 19 8 65 41 8 66 19 8 65 16 8 64 18 8 67 </p> </triangles> <triangles material="material9" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>41 9 68 15 9 69 16 9 70 15 9 69 41 9 68 40 9 71 </p> </triangles> <triangles material="material13" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>40 10 72 14 10 73 15 10 74 14 10 73 40 10 72 39 10 75 </p> </triangles> <triangles material="material16" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>39 11 76 13 11 77 14 11 78 13 11 77 39 11 76 38 11 79 </p> </triangles> <triangles material="material19" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>38 12 80 12 12 81 13 12 82 12 12 81 38 12 80 37 12 83 </p> </triangles> <triangles material="material15" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>37 13 84 11 13 85 12 13 86 11 13 85 37 13 84 36 13 87 </p> </triangles> <triangles material="material7" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>36 14 88 10 14 89 11 14 90 10 14 89 36 14 88 35 14 91 </p> </triangles> <triangles material="material3" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>35 15 92 9 15 93 10 15 94 9 15 93 35 15 92 34 15 95 </p> </triangles> <triangles material="material18" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>34 16 96 8 16 97 9 16 98 8 16 97 34 16 96 33 16 99 </p> </triangles> <triangles material="material17" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>33 17 100 7 17 101 8 17 97 7 17 101 33 17 100 32 17 102 </p> </triangles> <triangles material="material14" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>31 18 103 7 18 104 32 18 105 7 18 104 31 18 103 6 18 106 </p> </triangles> <triangles material="material12" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>31 19 107 5 19 108 6 19 109 5 19 108 31 19 107 30 19 110 </p> </triangles> <triangles material="material11" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>30 20 111 3 20 112 5 20 113 3 20 112 30 20 111 1 20 114 </p> </triangles> <triangles material="material10" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>25 21 119 43 21 120 24 21 121 43 21 120 25 21 119 26 21 122 </p> </triangles> <triangles material="material5" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>26 22 123 42 22 124 43 22 125 42 22 124 26 22 123 27 22 126 </p> </triangles> <triangles material="material1" count="2"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0"/> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1"/> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0"/> <p>27 23 127 29 23 128 42 23 129 29 23 128 27 23 127 28 23 130 </p> </triangles> </mesh> </geometry> </library_geometries> <library_visual_scenes> <visual_scene id="SketchUpScene" name="SketchUpScene"> <node id="Model" name="Model"> <node id="t" name="t"> <node id="mesh1" name="mesh1"> <instance_geometry url="#mesh1-geometry"> <bind_material> <technique_common> <instance_material symbol="material0" target="#material0ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material6" target="#material6ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material8" target="#material8ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material4" target="#material4ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="FrontColorNoCulling" target="#FrontColorNoCullingID"/> <instance_material symbol="material2" target="#material2ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material9" target="#material9ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material13" target="#material13ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material16" target="#material16ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material19" target="#material19ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material15" target="#material15ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material7" target="#material7ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material3" target="#material3ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material18" target="#material18ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material17" target="#material17ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material14" target="#material14ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material12" target="#material12ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material11" target="#material11ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material10" target="#material10ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material5" target="#material5ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> <instance_material symbol="material1" target="#material1ID"> <bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0"/> </instance_material> </technique_common> </bind_material> </instance_geometry> </node> </node> </node> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#SketchUpScene"/> </scene> </COLLADA>
If you don’t already have a copy download sketchUp from google. The free version is all you need for this tutorial. Once you download it you will notice that sketchUp allows you to search the google 3d warehouse. The warehouse house numerous models that you can use in your projects it is easy to import the files into sketchUp the warehouse browser allows you to save your files as colloda or google earth files. You can also model your files in sketchUp. To convert a model from a .kmz file to a colloda file is easy all you have to do is export the file as a .KMZ file or the native format for google earth. Once you have exported the file to your desktop you can right click on it rename the extension from .kmz to .zip the kmz or google earth file is a zip file once you open it you will see your model files and the colloda or .dae file this file is really a simple .xml file that describes your model. When importing numerous models from google for a scene you will need to edit this file to make sure your models don’t have the same texture names to do this just open the file in a text editor rename the .jpg or .png files to be different from the models you previously exported that it. Papervision3d makes 3d content a breeze! PaperVision3d also allows you to add interactive materials in your model like .swf movies or youtube videos. When working with papervision3d you might also want to download vizualpv3d. Download the Project Files Flash News Links: Flash will now allow developers to Publish to the iPhone Push Button Engine – Cool Game Framework Hype Framework (Generative Art / Animation) is now out! vizualpv3d Bookmark and Share More »Powered by Bookmarkify™
November 1 2009, 7:36pm | Comments »
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I posted to delicious.com
VizualPV3D – PaperVision3D Flash Tool
http://creative-geeks.com/blog/?p=384
- Tags:
- PaperVision3D
November 1 2009, 9:34am | Comments »
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I posted to delicious.com
onebyoneblog » Blog Archive » A Little Metaball Action
http://blog.onebyonedesign.com/?p=334
Metaball in PV3d
- Tags:
- as3
- PaperVision3D
October 2 2009, 1:53pm | Comments »
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I posted to delicious.com
Using the viewport for interactivity | pv3d.org
http://pv3d.org/2009/03/31/using-the-viewport-for-interactivity/
- Tags:
- PaperVision3D
August 2 2009, 3:29pm | Comments »
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I posted to delicious.com
ParticleFlowPv3D - Papervision3D Particle System
http://www.tomatria.com/blog/?p=41
- Tags:
- as3
- PaperVision3D
August 2 2009, 3:13pm | Comments »
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I posted to delicious.com
VizualPV3D « Juxt Interactive
http://www.juxtinteractive.com/work/vizualpv3d/
Big help in PV3D!
- Tags:
- 3d
- as3
- PaperVision3D
- tool
July 16 2009, 12:56pm | Comments »
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I posted to delicious.com
Professional Papervision3D Book
http://professionalpapervision.wordpress.com/
- Tags:
- as3
- PaperVision3D
July 8 2009, 9:06pm | Comments »
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I posted to delicious.com
3D line drawing with Papervision | Soundstep, daily ActionScript.
http://www.soundstep.com/blog/2008/05/13/3d-line-drawing-with-papervision/
line drawing
- Tags:
- 3d
- as3
- PaperVision3D
July 8 2009, 9:03pm | Comments »
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I posted to i-create.org
myUniveRSS now on Facebook!
http://i-create.org/2009/06/20/myuniverss-now-on-facebook/
myUniveRSS is social RSS feed reader. It takes user feeds and renders them in three dimensional space. The user also has two slide controls. The horizontal scroll bar at the bottom of the screen allows the user to spin the world axis. The vertical slider allows you to move the view forward. This shifts the user view to see the floating RSS posts in three dimensional space the user can click on a globe. When the user clicks on the globe they will move or fly through the space to the object and the objects squares up with the view window. This allows the user to read the feed post. The feed post displays a brief description of the entire post if the user wishes to read the post in it’s entirety they can click on the title and this will open the web page of the post for the user in a new browser window or tab. Users are allowed to enter or add feeds to the feed reader. When the user adds a feed this populates the users drop down menu. They input a feed and then it populates the drop down menu. Now anytime that user views their feed reader they will be able to use the menu to view their feed in this space. This application was built using Flash and Papervision3d. This application is currently in it’s alpha phase. I will have some features to add. I am also looking at ways I can improve the readability of the text. Trigger a loader when the user selects an item from the dropdown menu. I will be adding a mouse following user view this will make the window easier to navigate and more natural. I will eventually allow users to customize their feed views. This application also needs an about section that I will put together soon. I will also be porting this application to Wordpress in the near future. http://apps.facebook.com/myuniverss/Demo of How to Use the Application By completing this project is only the first of what will be many. I am also developing a 3D flash wall where users will be able to display their Photos on Facebook, Flickr, and Picasa(kinda like this). I am also currently working on an Online game as well. I have also been playing around with haXe came across this and I am looking forward to creating iPhone applications with it! Links worth reading: Game haXe DrawLogic haXe now on the iPhone dashcode appcelerator Bookmark and Share More »Powered by Bookmarkify™
- Tags:
- 3d
- ActionScript
- Flash
- PaperVision3D
June 20 2009, 9:09pm | Comments »
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I posted to delicious.com
Adobe Edge: June 2008
http://www.adobe.com/newsletters/edge/june2008/articles/article2/
Create 3d Maps with gecode
- Tags:
- as3
- PaperVision3D
- tutorial
June 16 2009, 7:05am | Comments »
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I posted to delicious.com
Putting 3D Google Maps on the Web (using Flash 10) « Professional Papervision3D Book
- Tags:
- 3d
- PaperVision3D
- googlemaps
June 16 2009, 7:01am | Comments »
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I posted to delicious.com
*drawlogic » Blender to AS3 Exporter for Papervision 3D, Away 3D and Sandy Updated by Rozengain - interactive and game development technologies for the web - flash, flex, unity3d, silverlight, javascript [ draw.logic ] » Blender to AS3 Exporter for Paperv
- Tags:
- as3
- PaperVision3D
- blender
June 15 2009, 6:17am | Comments »
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I posted to delicious.com
Big Spaceship | Labs Blog - Scrolling Materials in PaperVision
http://www.bigspaceship.com/blog/labs/scrolling-materials-in-papervision
- Tags:
- as3
- PaperVision3D
May 28 2009, 2:53pm | Comments »
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I posted to delicious.com
WOW & Papervision3D cloth physics effects. | UltraVisual Blog
http://ultravisual.co.uk/blog/2009/04/28/wow-papervision3d-cloth-physics-effects/
- Tags:
- PaperVision3D
- physics
April 28 2009, 3:58pm | Comments »
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I posted to delicious.com
Papervision3D session with Carlos in London | Seb Lee-Delisle
http://www.sebleedelisle.com/?p=425
- Tags:
- PaperVision3D
April 23 2009, 10:20pm | Comments »
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I posted to i-create.org
Memorial Park Cubic Panoramic
http://i-create.org/2008/06/27/memorial-park-cubic-panoramic/
Well here is my cubic panoramic picture of Memorial Park. I actually took this picture several years ago. This is an extremely simple almost out of the box example of how to use PaperVision3D. PaperVision3D is a rather complicated ActionScript library with a plethora of classes to learn. So I will be busy teaching myself how to use some of the more complicated classes the library has to offer. One of the classes included is 3Dimensional sound in flash. This allows developers to have an array of new abilities at their dispose. You could use the sound library to create a sound visualizer or you could do something more interactive. I really like one example in particular and it was created by Andrew Allenson. Allenson is an interactive designer/artist. The example that I am referring to in particular was found in the Friends of Ed book Director 8.5 Studio. It is in the chapter devoted to sound in short Director is flash big brother. As a result many of the features you are finding now in flash have been present in Director for several years, Allenson example was a sound toy that used a cube that spins and allowed the user to click in the 3-Dimensional space then placing a cube that was semi-trasparent and rotating on it’s own axis the cube also played a note. When the axis spins in the demo the sound goes from closer to further creating a kind of wind chime like effect. In short it is an intriguing example of how to use 3D sound in director. I would like to take what I have learned from that example and eventually add it to my cubic pans allowing the user to create a virtual wind chime. Cubic Panoramic Click Here to View Bookmark and Share More »Powered by Bookmarkify™
- Tags:
- 3d
- ActionScript
- PaperVision3D
June 26 2008, 10:32pm | Comments »



