How to open a 3dmax or maya file in flash? - apache-flex

Hi i want to open a 3d max file and do some rotation of a 3dmax object in flash action script 3.
How can i do this?

There are some 3d Engines that makes this simpler
If you're doing just rotation, I suppose Sophie 3d might be the easiest http://www.sophie3d.com/
other that that the two go-to libraries are Away 3d and Papervision (in order of my preference)
http://www.away3d.com/
http://pv3d.org/
The way you would go about using these is to get Collada to convert your 3d Max object into an xml-readable scheme that away3d and pv3d support
http://www.collada.org/
after some quick googling of collada 3d tutorial found this, though there might be more out there http://www.wazim.com/Collada_Tutorial_1.htm
hope this helps...

As far as I know, there are two ways to get a 3D model (3DS, Maya, etc.) into a Flash application:
Render the 3D scene to video, and output the video in Flash (this will not be interactive).
Import your scene into Swift 3D, which can then export to Flash.
Beyond that, 3D would have to be generated from within Flash, or you'd have to know the file format and read in the points, normals, textures, etc. from the model file (exporting to *.x or *.fbx might help, and their text formats are comparatively easy to interpret; make sure you don't use the binary versions of x/fbx).

I know that Sandy3D can directly import 3DS files (as well as COLLADA and ASE) into a scene.
If you've never worked with Sandy3D before, they've got several handy tutorials posted to help you get started.

Related

Has anyone ever created A VR UML Class model using A-Frame

I'm looking to auto-generate a UML class model in virtual reality using A-Frame.io (or another technology) by passing in values. Has anyone ever done something similar in the past? Not sure where to start.
Thanks
You might want to look into plantuml which is a nice UML generator. Most of it's diagrams are generated as input to graphviz's dot. Dot is a layout engine - it takes a list of nodes and connections and puts them into 2D space and then renders them to one of it's output formats - or just returns the graph, but this time with coordinates on where to draw what. You could meddle with this data and render the elements with volume but on a 2D plane with dot generated coordinates. Perhaps even you could modify it to place them in 3D space instead of a plane.
Or you could just render the plantuml output on a 2D plane, place it in 3D space and it would probably be good enough. There are even online generators for plantuml.

How to create 2D slices of 3D object model in Qt?

I'm currently rendering a 3D model (Wavefront .obj format) in my Qt program. Right now, I'm rendering the model using Scene3D in QML, and I'm able to get it to display in the viewing area. What I would like to do is have a user click on the model and generate a 2D cross section of the slice that I would like to plot on a different window. I'm quite new to 3D rendering, and a lot of Qt documentation isn't very descriptive. I've been reading Qt documentation, experimenting, and searching online with no luck. How can I create 2D slices of a 3D object Model in Qt 3D, preferably in QML? What Qt libraries or classes can I use to achieve this?
Unfortunately, the fact that models are stored as a set of surfaces makes this hard. QT probably doesn't have a built in method for this.
Consider, for example, that a model made of faces might be missing a face. What now? can you interpolate across that gap consistently from different angles? What about the fact that a cross-section probably won't contain any vertices?
But, of course, it can be solved. First, just don't allow un-closed surfaces (meshes with holes). Second, for finding the vertices of your cross-section, perform an intersection between every edge in your model and the plane you're using, and if there's an intersection, there's a point there. Third, to find the edges, look at the list of vertices, and any two that are from an edge on the same polygon in the mesh should be connected by an edge in the cross section. To find which direction the edge should go, project the normal of the polygon onto the plane your using. For filling, I don't really know what to do. I guess that's whatever you want it to be.

How Do I Import a 3D Object into Adobe Flex?

I wanted to know if anyone here knows how to import a 3D Object (i.e. Maya 3D Model) into Adobe Flex Application? I needed to create a simple Flex application which will allow me to rotate the 3D Object by dragging but I cannot seem to start doing it because I'm having a hard time trying to figure out how I can import my 3D model into Flex.
This is exactly what I wanted to do: 3D Object in Flex
I hope someone can help me. Thanks a lot :)
There are at least 3 ways to do this:
Using a Flash Player 10 Collada Parser:
(source: neuroproductions.be)
Using Flex+Papervision3D and an exported 3d model
Using Flex+Away3D and an exported 3d model
You can export Collada from Maya and most 3d packages out there(3dsmax, cinema4d, blender, etc.). Aside from Kris Temmerman's Collada Parser, both Papervision3D and Away3D have importers for Collada + many other formats(obj, 3ds, kmz, etc.)
Make your choice if you want to use an as3 library or not, then load your model.
Once the model is loaded, you can can control the rotation and write your arcball implementation.
HTH,
George

Generating 3D TV stereoscopic output programmatically

Do you know what would be the best approach to generate 3D output for one of these new "3D ready" televisions from software. Our application have some nice 3D visualizations, we want these to look nice.
Also, how feasible is it to generate it from a Flash (Flex) app.
I believe that the gaming and 3DTV industries have paved the way for you. As long as your app already outputs 3D visualizations, it may just be a matter of installing a driver. You can get started with this NVIDIA 3D Stereo User’s Guide, but I believe there's tons of other stuff out there if you look.
See also the answers to this question.
3D televisions can display 3D output only for images shot in 3D. This means "intended for simulated 3D," not just a two-dimensional projection of a 3D image.
Stereoscopy is produced by generating two completely separate images per frame (one for each eye) in which the foreground objects are offset to simulate a 3D image. You cannot take a 2D image and make it into a 3D image, the source frames must be produced as 3D frames from the beginning.
More information:
http://en.wikipedia.org/wiki/3D_television
http://en.wikipedia.org/wiki/Stereoscopy

3D Software Renderer with VB6

I am IT student and I have to make a project in VB6, I was thinking to make a 3D Software Renderer but I don't really know where to start, I found a few tutorials but I want something that goes in depth with the maths and algorithms, I will like something that shows how to make 3D transformations, Camera, lights, shading ...
It does not matter the programing language used, I just need some resources that shows me exactly how to make this.
So I just want to know where to find some resources, or you can show me some source code and tell me where to start from.
Or if any of you have a better idea for a VB6 project.
Thanks.
I disagree with the previous posts, a 3D renderer is actually pretty simple. A high-quality 3D renderer is hard however.
Get a bunch of 3D data, triangles are simplest.
Learn about homogenous coordinates and the great 4x4 matrix for transforms.
Define a camera by a position and a rotation (expressed in the 4x4 matrix).
Transform your 3D geometry by this camera.
Perform the perspective divide and scale to your window. This converts your 3D data to 2D.
Render the data as 2D.
Now you're going to lose out on a depth buffer, so stick to wireframes in the beginning. :-)
Don't listen to these nay-sayers, go out and have some fun!
Many years ago I made a shaded triangle renderer that used library calls to draw the triangles. It's a rather naive approach but you would be able to achieve the same result using VB6. I got all the maths & techniques from "Computer Graphics principles and practice" by Foley et al. Some parts are out of date now but I think you'd find it very helpful for this project and it can be bought 2nd hand at reasonable prices from Amazon for example.
One simple approach could be:
Read model file as triangles
Transform each triangle using matrices to account for camera position
Project triangle points onto 2D
Draw 2D triangle (probably using GDI)
This covers wireframe viewing. To extend this to hidden surface removal you need to work out which triangles are in front. Two possible ways:
Z-order sorting the triangles and drawing the ones furthest from the camera first. This is simple but inefficient if there are a lot of triangles and can give overlapping triangle effects when the order is not quite correct. You also have to decide how to sort the triangles - e..g by centroid, by extents...
Using a software depth buffer. This will give better results but is more work to implement. You will have to write your own triangle drawing code so cannot rely on GDI. See bresenham's line algorithm and related algorithms for doing filled triangles for how to do this.
After this you'd also need some kind of shading based on lighting. The calculations are covered in Computer Graphics principles and practice. For simple shading you can stick with drawing triangles using gdi , but if you want to do gouraud or phong shading the colour values vary across a triangle. One way around this is to sub-divide the triangle into smaller triangles, but this is inefficient and won't give very nice looking results. Better would be to draw the triangles yourself as required above for the software depth buffer.
A good extension would be to support primitives other than triangles. Basic approach would be to split primitives into triangles as you read them.
Good luck - could be an interesting project.
VB6 is not the best suited language to do maths and 3D graphics, and given that you have no previous knowledge about the subject either, I would recommend you to choose something different (and easier).
As it's Visual Basic, you could try something more form-oriented, that is the original intent of the language.
There is the 3D engine list which lists three engine in pure basic (an oxymoron) + Source code and of them one is in Visual Basic (Dex3D)
DeX3D is an open source 3D engine
coded entirely in Visual Basic from
Jerry Chen ( -onlyuser#hotmail.com ).
Gouraud shading
Transparency
Fogging
Omni and spot lights
Hierarchical meshes
Support for 3D Studio files
Particle systems
Bezier curve segments
2.5 D text
Visual Basic source
More information, screenshots and the
source can be found on the Dex3D
Homepage. (<= Dead Link)
EGL25 by Erkan Sanli is a fast open source VB 6 renderer that can render, rotate, animate, etc. complex solid shapes made of thousands of polygons. Just Windows API calls – no DirectX, no OpenGL.
VBMigration.com chose EGL25 as a high-quality open-source VB6 project to demonstrate their VB6 to VB.Net upgrade tool.
A 3D software renderer as a whole project is fairly complex if you've never done it before. I would suggest something smaller - like just doing the 3D portion and using lines to do the rendering OR just write a shaded triangle renderer (which is the underpinnings of 3D renderers anyway).
Something a little simpler rather than trying to write a full-blown 3D software renderer on the first go - especially in VB.
A software renderer is a very difficult project and the language VB6 is not indicated at all ( for a task like this c++ is the way.. ), anyway I can suggest you some great books I used:
Shaders: http://wiki.gamedev.net/index.php/D3DBook:Introduction_%28Volume%29
Math: 3D Math Primer for Graphics and Game Development
There are other 2 books. Even if they are for VB.NET you can find some useful code:
.NET Game Programming with DirectX 9.0
Beginning .NET Game Programming in VB .NET
I think you can take two ways either go the Direct X way and use DirectX 8 that has VB 5-6 support. I found a page http://www.gamedev.net/reference/articles/article1308.asp
You can always write a engine group up but by doing so you will need some basic linear algebra like Frank Krueger suggests.

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