This is what UNITY does while Adobe is still looking to get elementary bugs out of director...

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Bart Libert (EducaSoft BVBA)

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Mar 8, 2010, 2:48:52 PM3/8/10
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Ben Pitt

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Mar 8, 2010, 3:48:27 PM3/8/10
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On 08/03/2010 19:48, Bart Libert (EducaSoft BVBA) wrote:
> http://unity3d.com/unity/coming-soon/unity-3
>

And you know what? since the announcement, UT representatives have been
fielding questions on twitter, forums, IRC, etc and generally
maintaining a presence throughout the resulting wave of excitement.

It doesn't take much effort or manpower, but that's how you make people
feel involved and excited about your product.

I'm *still* interested to see what becomes of Director and Shockwave in
particular in the light of all this, because - even this far down the
line - if the right work was put in, Shockwave could become a contender
once again. I've seen no evidence whatsoever that this is happening though.


- Ben

_______________________
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www.robotduck.com

ExMalterra

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Mar 9, 2010, 9:11:19 AM3/9/10
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Even if they are still working on Director, whoever manages product PR
is worthless. And the Director "evangelist"? Please. I think Tom
Higgins going from Director to Unity 3D may tell us all we need to
know.

I too would love to see Adobe rise to the challenge and realize
Director's potential but I'm not overly optimistic.

Chris Evans

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Mar 21, 2010, 6:04:11 AM3/21/10
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I know with D10, you'd put the Flash sprite off-screen, turn DTS on, and do
copypixels to create a texture. Apply texture to 3D model.

What I wanted to know is if anything has changed with D11.5? Is there an
easier way to do it or are there any new quirks I should be aware of?

Thanks
- Chris

Lutz Westermann

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Apr 16, 2010, 12:02:20 PM4/16/10
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I found a different approach which I like more then "copypixels".

You can find a demo here:
http://www.biont3d.com/demo/flash3d

It works this way:
I have one flash member that can load given swf files by path into a
movieclip. The flash member also generates bitmaps from the movieclip.
Via Lingo i can now access the bitmap and put it into a textur. The
flash stays dts and will only be needed for interactions with the mouse.

Still need to tweak it a little bit and make it smoother, but it workes
quite good. In the demo the flash textures will only be updated when the
mouse is over the interactive models.

Maybe a nicer approach then using non-dts flash.

regards,
lw



Chris Evans schrieb:
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Chris Evans

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Apr 24, 2010, 2:52:34 AM4/24/10
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Hi Lutz,

Thanks for posting this, that's an excellent approach!

So the Flash DTS member, you keep it off-screen right? How exactly do you
translate the mouse position for the Flash SWFs?

- Chris

Lutz Westermann

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Apr 25, 2010, 7:52:11 AM4/25/10
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>So the Flash DTS member, you keep it off-screen right? How exactly do
you translate the mouse position for the Flash SWFs?

The flash member has to be onscreen, but the 3D sprite which is DTS will
overwrite it.

I started with this approach :
http://steel.lcc.gatech.edu/~dmccolgin/texture2.html#1

The only difference is that you do not need to "copypixels" and
dts=false when you can get the image directly from the flash-member. To
do this, you have to create a flash file, and put what ever you want to
render to texture, into a movieclip. You need then a function inside the
flash that grabs the image of the movieclip (in AS2) so you have access
to it via Lingo.

Performance is still a problem, so if the flash thing has to render a
lot, it will become unperformant. Also make sure you don't refresh the
texture too fast, otherwise it will result in very poor performance. It
needs always a bit of time to update the texture inside the 3D world.

There is one thing you should keep in mind. When calculating from the
uv-coordinates back to the pixel in the texture, you also need to find
the right point inside the flash-world. If the flash does not has the
same mesurement als the texture (128x128, 256x256, 512x256) you will not
find the correct point where to move the flash-sprite so it will be
under the right mouseposition for interaction.

To avoid this, better scale the flash movie or even better use
textureformats right from the start. Otherwise you will have to move the
flash-sprite together with a factor that you would have to calculate
from the difference between the texturesize in pixels and the flash-sprite.

If you need more infos, I can go on. Unfortunately I have at the moment
not the time to put some working demo together.

Daniel G. Blázquez

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Apr 27, 2010, 6:57:39 AM4/27/10
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Hi Lutz,

Setting aside the technical things (sorry I am an artist), I wonder about how you has done the lightmap effect in the demo.

I would appreciate it if you can explain it.

Regards,

--
Dani


2010/4/25 Lutz Westermann <lu...@kisd.de>

Lutz Westermann

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Apr 29, 2010, 11:09:55 AM4/29/10
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Before I start to explain, what 3D Authoring tool are you using?
(Sorry for the delay, but I check this mail adress not that frequent,
but now I do again :) )

regards,
lutz

Daniel G. Blázquez schrieb:
> Hi Lutz,
>
> Setting aside the technical things (sorry I am an artist), I wonder
> about how you has done the lightmap effect in the demo.
>
> I would appreciate it if you can explain it.
>
> Regards,
>
> --
> Dani
>
>
> 2010/4/25 Lutz Westermann <lu...@kisd.de <mailto:lu...@kisd.de>>
>
> >So the Flash DTS member, you keep it off-screen right? How
> exactly do you translate the mouse position for the Flash SWFs?
>
> The flash member has to be onscreen, but the 3D sprite which is
> DTS will overwrite it.
>
> I started with this approach :
> http://steel.lcc.gatech.edu/~dmccolgin/texture2.html#1
> <http://steel.lcc.gatech.edu/%7Edmccolgin/texture2.html#1>
> <lu...@kisd.de <mailto:lu...@kisd.de>>
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Daniel G. Blázquez

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Apr 29, 2010, 12:09:26 PM4/29/10
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Hi Luts,

I use 3dsmax...
--
Dani

2010/4/29 Lutz Westermann <lu...@kisd.de>

Alexx

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Apr 30, 2010, 3:56:30 AM4/30/10
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Hi,

Sorry to be late on that one
Some years ago, I did a tutorial about this, here :
http://earthwormjim.free.fr/director/tutoriaux/3d_flash_mapping/index.html
It's in french, but the code is quite easy to understand, and demo files
are available at the bottom of the page

I choosed the solution where the flash sprite is under the 3d sprite,
and is moving according to the mouse
no actionscript changes are needed on the flash movie, so you can import
any movie, it will work

Maybe I could see what can be done with D11.5, maybe a better solution
exists now

Alexx

Lutz Westermann

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Apr 30, 2010, 10:36:49 AM4/30/10
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Hi,
ok, i work with Cinema4D where baking textures is really simple. Not
sure how this can be done in 3DSMax. Anyway the steps are:

1. Unwrap the UV-textures of your 3D model
2. Bake a lightmap/shadowmap
3. Export it as one of the texturelayers with the shockwave3D exporter
4. Apply this map later on in director as a "glossmap"
5. You can use "under" the glossmap a second texture to give details.
This texturelayer can be scaled and tiled so you have a both, the
lightmap and a detail texture.

There are also ways to use 2 UV sets per model. One for the basic
Textures and the second only for the lightmap. This becomes a bit
"techy" because you have to rebuild the model and apply a second
uv-layer with lingo.

regards,
lw


Daniel G. Blázquez schrieb:
> Hi Luts,
>
> I use 3dsmax...
> --
> Dani
>
> 2010/4/29 Lutz Westermann <lu...@kisd.de <mailto:lu...@kisd.de>>
>
> Before I start to explain, what 3D Authoring tool are you using?
> (Sorry for the delay, but I check this mail adress not that
> frequent, but now I do again :) )
>
> regards,
> lutz
>
> Daniel G. Blázquez schrieb:
>
> Hi Lutz,
>
> Setting aside the technical things (sorry I am an artist), I
> wonder about how you has done the lightmap effect in the demo.
>
> I would appreciate it if you can explain it.
>
> Regards,
>
> --
> Dani
>
>
> 2010/4/25 Lutz Westermann <lu...@kisd.de <mailto:lu...@kisd.de>
> <mailto:lu...@kisd.de <mailto:lu...@kisd.de>>>
> <mailto:lu...@kisd.de <mailto:lu...@kisd.de>>>
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Lutz Westermann

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Apr 30, 2010, 11:33:19 AM4/30/10
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Alexx, just because I took again a look at the code, I remember changing
it a tiny little bit.

It is the last line:
return tLocA + tUVector + tVVector

changed to:
return tLocA + tUVector + tVVector - point(0.5, 0.5)

It just prevents hitting the wrong pixel because of rounding to
integers. Hitting a pixel more then the half will make it jump to the
next pixel even if the mouse is not above it.

0.0 to 0.9999 -> should be 0
1.0 to 1.9999 -> should be 1

Small change, but enables you to pick the correct pixel.

regards,
lw


Alexx schrieb:

Daniel G. Blázquez

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Apr 30, 2010, 12:10:43 PM4/30/10
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Hi Lutz,
It is the way, more or less, the way I do it.

Thanks!

--
Dani

2010/4/30 Lutz Westermann <lu...@kisd.de>
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