Cube Geometry rotation

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SasMaster

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Jul 9, 2009, 7:58:42 AM7/9/09
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Does anybody know if its possible to rotate separate parts of geometry
like cube's faces

Fabrice3D

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Jul 9, 2009, 8:16:26 AM7/9/09
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You can use Explode
select the faces you want, and rotate them
eventually use Weld afterwards.

but you might be better off by building your cube with Planes objects.

Fabrice

SasMaster

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Jul 9, 2009, 8:28:33 AM7/9/09
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I will tell yo what the problem I am trying to use the skybox6 image
from demos of Away3d and I see that the top image is not showing as a
part of the box .So I supposed that I must somehow rotate it in order
to blend it with the rest of images.

SasMaster

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Jul 9, 2009, 8:30:12 AM7/9/09
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Is that possible that this is quite different issue and has nothing to
do with face rotation .
Another question is: how I implement the explode?

On Jul 9, 3:16 pm, Fabrice3D <fabric...@gmail.com> wrote:

Peter Kapelyan

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Jul 9, 2009, 9:00:20 AM7/9/09
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If you can rotate that graphic in a graphics program, it might be easier.
--
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Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

Michael Iv

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Jul 9, 2009, 9:06:48 AM7/9/09
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You know i tried to do this it did not help .I suppose the problem is not in the texture position.Have you seen the skybox demo of AWAY3d there you can see that the top part is rendered wrong. I cant get why?

Fabrice3D

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Jul 9, 2009, 9:12:34 AM7/9/09
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No this is a mapping issue
Some changes were made not so long ago.
because we had 2 or 3 classes like the Cube able to do same, but mapping was done another way.
We have looked at output from third app, such as apple VR, and chosen the most often outputed and mapped accordingly.

explode was covered just few days ago
look at thread

Re: Problem with access face material


Fabrice

SasMaster

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Jul 9, 2009, 9:20:24 AM7/9/09
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I very appreciate you for spending your time for reply .I made a few
minutes ago a test where I rotated 6 times the part of image
responsible for the top part and nothing helped it still looks like
the example from the demos.

Fabrice3D

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Jul 9, 2009, 9:29:22 AM7/9/09
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http://www.closier.nl/playground/cubeprops.swf

as you can see on cube in the middle, once you set map6 is true, it
renders as you want it to.
if you use the Cube class, it behaves as the Skybox in this
configuration.

Fabrice

Michael Iv

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Jul 9, 2009, 10:33:25 AM7/9/09
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my last question to you . I f  I understood you right :you mean that in order to skybox to render correctly I should use a regular Cube and not SkyBox6 or SkyBox?
Thank You

Michael Iv

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Jul 9, 2009, 10:42:49 AM7/9/09
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var skMap:BitmapMaterial= new BitmapMaterial( Cast.bitmap(skMat) );
var dd:Cube=new Cube();
                dd.scaleX=-1;
                dd.width=1800;
                dd.height=1800;
                dd.depth=1800;
                dd.map6=true;
                dd.material=skMap;
The result is complete distortion....

On Thu, Jul 9, 2009 at 4:29 PM, Fabrice3D <fabr...@gmail.com> wrote:

Fabrice3D

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Jul 9, 2009, 10:47:36 AM7/9/09
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no, just an alternative.

Fabrice

Michael Iv

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Jul 9, 2009, 11:18:37 AM7/9/09
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Could you show some code example of the SkyBox Cube from your SWF . I failed to make one like this...
Thanks

Fabrice3D

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Jul 9, 2009, 11:46:06 AM7/9/09
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var cube:Cube =  new Cube({width;200, height:200, depth:200, map6:true, material:mat});
mat being the BitmapMaterial with the single texture with the 6 sides.

Fabrice

Michael Iv

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Jul 12, 2009, 3:26:54 AM7/12/09
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Hello,

I apologize for my impossibility to get you right. I tried to build the skybox as you said:
var cube:Cube =  new Cube({width;200, height:200, depth:200, map6:true, material:mat});
but I keep getting the completely smashed texture on the cube's faces . Please look at the image:
Snap_2009.07.12 10.24.50_001.png
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