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	<title>*drawlogic &#187; as</title>
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	<description>interactive and game development technologies for the web - flash, flex, unity3d, silverlight, javascript</description>
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		<title>ASBlender &#8211; Library to Use Blender Files Directly in Flash</title>
		<link>http://drawlogic.com/2010/01/27/asblender-library-to-use-blender-files-directly-in-flash/</link>
		<comments>http://drawlogic.com/2010/01/27/asblender-library-to-use-blender-files-directly-in-flash/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 21:30:39 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[as]]></category>
		<category><![CDATA[asblender]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[parser]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=725</guid>
		<description><![CDATA[Tim Knip, a papervision core developer, has brought a pipeline improvement for users of Blender to import blender files directly into papervision and as3. This allows you to get at the blender objects, or blender DNA as it is called, that construct the 3d scene within Blender. Unity3D has a great workflow that includes this [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://twitter.com/timknip" target="_blank"><strong>Tim Knip</strong></a><strong>, a papervision core developer, has brought a pipeline improvement for users of Blender to<a href="http://wiki.github.com/timknip/asblender/" target="_blank"> import blender files directly into papervision and as3</a></strong><strong>.</strong> This allows you to get at the blender objects, or blender DNA as it is called, that construct the 3d scene within <a href="http://www.blender.org/" target="_blank">Blender</a>.</p>
<p>Unity3D has a great workflow that includes this where you can update your .blend file and then it updates in the Unity IDE, this work by Tim creates a similar workflow for Flash (recompile would be needed to show if embedded).</p>
<p>Typically exporters are made from the 3d IDE SDKs such as Blender using Python to export to COLLADA or other formats.  But here Tim is parsing the source file directly.  This also opens up the possibility to make other exporters from more simplified Flash AS3 code rather than learning a new IDE SDK just for an exporter.<a href="http://wiki.github.com/timknip/asblender/" target="_blank"><img class="alignnone" title="ASBlender" src="http://i81.photobucket.com/albums/j223/drawkbox/Picture-9-600x331.png" alt="" width="600" height="331" /></a></p>
<p>I am not sure how much people want to embed .blend files with their applications as there is more information in the .blend file for the Blender app and it will add to the download.  But what this might do it inspire others to create simplified exporters from Tim&#8217;s work for Blender to COLLADA, 3ds and more that work well with papervision and flash 3d engines, directly in Flash.  So instead of learning each IDE to build an exporter that is the same, this solution could act as a proxy or middle man to<strong> simplify exporter creation, pretty much any Flash coder that understands 3d could build one from .blend files at a minimum</strong>.  If it was made as a higher level abstraction so the 3d software source could be swapped out it may open up simplified exporter tools a bit.  Since it is really just reading the binary data in the file, in theory other formats could do the same (3dsmax, Maya, Milkshape, etc).</p>
<p>There is a whole host of opportunities with this new tool! It is definitely nice to have this as I use Blender for Flash 3D and Unity 3D most often.  It will be interesting to see how this evolves.</p>
<p><strong>Note from Tim on the tool:</strong></p>
<blockquote><p>I created a library to read Blender files (.blend) directly. So no<br />
more headaches with broken exporters!</p>
<p><strong>Grab the code here:</strong><br />
<a href="http://github.com/timknip/asblender/tree/papervision3d" target="_blank">http://github.com/timknip/asblender/tree/papervision3d</a></p>
<p><strong>Here&#8217;s a first example:</strong><br />
<a href="https://dl.dropbox.com/u/438592/blender/PapervisionTest.swf" target="_blank">https://dl.dropbox.com/u/438592/blender/PapervisionTest.swf</a></p>
<p><strong>And its code:</strong><br />
<a href="http://github.com/timknip/asblender/blob/papervision3d/src/PapervisionTest.as" target="_blank">http://github.com/timknip/asblender/blob/papervision3d/src/PapervisionTest.as</a></p>
<p>ASBlender is simply a library which reads *everything* in a .blend file. So in theory you could grab materials, animations, armatures, the works&#8230; But its up to *you* to grab the relevant bits, since *all* the data is accessible.</p>
<p>Of course: this means you need to study the .blend format, see<br />
<a href="http://wiki.github.com/timknip/asblender/" target="_blank">http://wiki.github.com/timknip/asblender/</a> for more information.</p></blockquote>
<p><strong>Sample Code Snippet posted by Tim:</strong></p>

<div class="wp_syntax"><div class="code"><pre class="javascript" style="font-family:monospace;"><span style="color: #009900;">&#91;</span>Embed <span style="color: #009900;">&#40;</span>source<span style="color: #339933;">=</span><span style="color: #3366CC;">&quot;/assets/crystal_cube.blend&quot;</span><span style="color: #339933;">,</span> mimeType<span style="color: #339933;">=</span><span style="color: #3366CC;">&quot;application/octet-stream&quot;</span><span style="color: #009900;">&#41;</span><span style="color: #009900;">&#93;</span>
<span style="color: #003366; font-weight: bold;">public</span> <span style="color: #003366; font-weight: bold;">var</span> BlenderData<span style="color: #339933;">:</span><span style="color: #003366; font-weight: bold;">Class</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #003366; font-weight: bold;">var</span> blend<span style="color: #339933;">:</span>BlendFile <span style="color: #339933;">=</span> <span style="color: #003366; font-weight: bold;">new</span> BlendFile<span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
blend.<span style="color: #660066;">read</span><span style="color: #009900;">&#40;</span><span style="color: #003366; font-weight: bold;">new</span> BlenderData<span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #000066; font-weight: bold;">if</span> <span style="color: #009900;">&#40;</span>blend.<span style="color: #660066;">scenes</span>.<span style="color: #660066;">length</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
    <span style="color: #006600; font-style: italic;">// Blender can have multiple scenes, don't know yet how to grab the &quot;active&quot; scene.</span>
  buildScene<span style="color: #009900;">&#40;</span>blend.<span style="color: #660066;">scenes</span><span style="color: #009900;">&#91;</span><span style="color: #CC0000;">0</span><span style="color: #009900;">&#93;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span>
&nbsp;
<span style="color: #006600; font-style: italic;">/**
 * Prints out the DNA as contained in the .blend
 */</span>
<span style="color: #003366; font-weight: bold;">private</span> <span style="color: #003366; font-weight: bold;">function</span> printDNA<span style="color: #009900;">&#40;</span>blend<span style="color: #339933;">:</span>BlendFile<span style="color: #009900;">&#41;</span><span style="color: #339933;">:</span><span style="color: #000066; font-weight: bold;">void</span> <span style="color: #009900;">&#123;</span>
  <span style="color: #003366; font-weight: bold;">var</span> struct<span style="color: #339933;">:</span>DNAStruct<span style="color: #339933;">;</span>
  <span style="color: #003366; font-weight: bold;">var</span> field<span style="color: #339933;">:</span>DNAField<span style="color: #339933;">;</span>
&nbsp;
  <span style="color: #000066; font-weight: bold;">for</span> each <span style="color: #009900;">&#40;</span>struct <span style="color: #000066; font-weight: bold;">in</span> blend.<span style="color: #660066;">dna</span>.<span style="color: #660066;">structs</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
    <span style="color: #003366; font-weight: bold;">var</span> type<span style="color: #339933;">:</span>String <span style="color: #339933;">=</span> blend.<span style="color: #660066;">dna</span>.<span style="color: #660066;">types</span><span style="color: #009900;">&#91;</span> struct.<span style="color: #660066;">type</span> <span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
    trace<span style="color: #009900;">&#40;</span>type<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
    <span style="color: #000066; font-weight: bold;">for</span> each <span style="color: #009900;">&#40;</span>field <span style="color: #000066; font-weight: bold;">in</span> struct.<span style="color: #660066;">fields</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
      trace<span style="color: #009900;">&#40;</span>field.<span style="color: #660066;">type</span> <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> field.<span style="color: #000066;">name</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
    <span style="color: #009900;">&#125;</span>
  <span style="color: #009900;">&#125;</span>
<span style="color: #009900;">&#125;</span>
&nbsp;
<span style="color: #003366; font-weight: bold;">private</span> <span style="color: #003366; font-weight: bold;">function</span> buildScene<span style="color: #009900;">&#40;</span>scene<span style="color: #339933;">:</span>Object<span style="color: #009900;">&#41;</span><span style="color: #339933;">:</span><span style="color: #000066; font-weight: bold;">void</span> <span style="color: #009900;">&#123;</span>
&nbsp;
  <span style="color: #003366; font-weight: bold;">var</span> obj<span style="color: #339933;">:</span>Object <span style="color: #339933;">=</span> scene.<span style="color: #660066;">base</span>.<span style="color: #660066;">first</span><span style="color: #339933;">;</span>
&nbsp;
  <span style="color: #000066; font-weight: bold;">while</span> <span style="color: #009900;">&#40;</span>obj<span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
    <span style="color: #006600; font-style: italic;">// grab the Blender Object.</span>
    <span style="color: #006600; font-style: italic;">// The Blender Object defines rotation, scale, translation etc.</span>
    <span style="color: #003366; font-weight: bold;">var</span> object<span style="color: #339933;">:</span>Object <span style="color: #339933;">=</span> obj.<span style="color: #660066;">object</span><span style="color: #339933;">;</span> 
&nbsp;
    trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot;Object name: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">id</span>.<span style="color: #000066;">name</span> <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; type: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">type</span> <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; matrix: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">obmat</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
    <span style="color: #006600; font-style: italic;">//for (var key:String in object) {</span>
    <span style="color: #006600; font-style: italic;">//  trace(key);</span>
    <span style="color: #006600; font-style: italic;">//}</span>
&nbsp;
    <span style="color: #000066; font-weight: bold;">if</span> <span style="color: #009900;">&#40;</span>object.<span style="color: #660066;">data</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
      <span style="color: #000066; font-weight: bold;">switch</span> <span style="color: #009900;">&#40;</span>object.<span style="color: #660066;">type</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
        <span style="color: #000066; font-weight: bold;">case</span> <span style="color: #CC0000;">1</span><span style="color: #339933;">:</span>  <span style="color: #006600; font-style: italic;">// Mesh</span>
          trace <span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - Mesh: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">data</span>.<span style="color: #660066;">id</span>.<span style="color: #000066;">name</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
          buildMesh<span style="color: #009900;">&#40;</span>object.<span style="color: #660066;">data</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
          <span style="color: #000066; font-weight: bold;">break</span><span style="color: #339933;">;</span>
        <span style="color: #000066; font-weight: bold;">case</span> <span style="color: #CC0000;">10</span><span style="color: #339933;">:</span> <span style="color: #006600; font-style: italic;">// Lamp</span>
          trace <span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - Lamp: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">data</span>.<span style="color: #660066;">id</span>.<span style="color: #000066;">name</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
          <span style="color: #000066; font-weight: bold;">break</span><span style="color: #339933;">;</span>
        <span style="color: #000066; font-weight: bold;">case</span> <span style="color: #CC0000;">11</span><span style="color: #339933;">:</span> <span style="color: #006600; font-style: italic;">// Camera</span>
          trace <span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - Camera: &quot;</span> <span style="color: #339933;">+</span> object.<span style="color: #660066;">data</span>.<span style="color: #660066;">id</span>.<span style="color: #000066;">name</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
          <span style="color: #000066; font-weight: bold;">break</span><span style="color: #339933;">;</span>
        <span style="color: #003366; font-weight: bold;">default</span><span style="color: #339933;">:</span>
          <span style="color: #000066; font-weight: bold;">break</span><span style="color: #339933;">;</span>
      <span style="color: #009900;">&#125;</span>
    <span style="color: #009900;">&#125;</span>
&nbsp;
    obj <span style="color: #339933;">=</span> obj.<span style="color: #660066;">next</span><span style="color: #339933;">;</span>
  <span style="color: #009900;">&#125;</span>
<span style="color: #009900;">&#125;</span>
&nbsp;
<span style="color: #003366; font-weight: bold;">private</span> <span style="color: #003366; font-weight: bold;">function</span> buildMesh<span style="color: #009900;">&#40;</span>mesh<span style="color: #339933;">:</span>Object<span style="color: #009900;">&#41;</span><span style="color: #339933;">:</span><span style="color: #000066; font-weight: bold;">void</span> <span style="color: #009900;">&#123;</span>
  <span style="color: #003366; font-weight: bold;">var</span> numVertices<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> mesh.<span style="color: #660066;">totvert</span><span style="color: #339933;">;</span>
  <span style="color: #003366; font-weight: bold;">var</span> numFaces<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> mesh.<span style="color: #660066;">totface</span><span style="color: #339933;">;</span>
  <span style="color: #003366; font-weight: bold;">var</span> i<span style="color: #339933;">:</span>int<span style="color: #339933;">;</span>
&nbsp;
  trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - #verts : &quot;</span> <span style="color: #339933;">+</span> numVertices<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
  <span style="color: #000066; font-weight: bold;">for</span> <span style="color: #009900;">&#40;</span>i <span style="color: #339933;">=</span> <span style="color: #CC0000;">0</span><span style="color: #339933;">;</span> i <span style="color: #339933;">&lt;</span> numVertices<span style="color: #339933;">;</span> i<span style="color: #339933;">++</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
    <span style="color: #003366; font-weight: bold;">var</span> v<span style="color: #339933;">:</span>Object <span style="color: #339933;">=</span> mesh.<span style="color: #660066;">mvert</span><span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
    <span style="color: #003366; font-weight: bold;">var</span> x<span style="color: #339933;">:</span>Number <span style="color: #339933;">=</span> v.<span style="color: #660066;">co</span><span style="color: #009900;">&#91;</span><span style="color: #CC0000;">0</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
    <span style="color: #003366; font-weight: bold;">var</span> y<span style="color: #339933;">:</span>Number <span style="color: #339933;">=</span> v.<span style="color: #660066;">co</span><span style="color: #009900;">&#91;</span><span style="color: #CC0000;">1</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
    <span style="color: #003366; font-weight: bold;">var</span> z<span style="color: #339933;">:</span>Number <span style="color: #339933;">=</span> v.<span style="color: #660066;">co</span><span style="color: #009900;">&#91;</span><span style="color: #CC0000;">2</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
    trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - - vertex: &quot;</span> <span style="color: #339933;">+</span> x <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> y <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> z<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
  <span style="color: #009900;">&#125;</span>
&nbsp;
  trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - #faces : &quot;</span> <span style="color: #339933;">+</span> numFaces<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
  <span style="color: #000066; font-weight: bold;">for</span> <span style="color: #009900;">&#40;</span>i <span style="color: #339933;">=</span> <span style="color: #CC0000;">0</span><span style="color: #339933;">;</span> i <span style="color: #339933;">&lt;</span> numFaces<span style="color: #339933;">;</span> i<span style="color: #339933;">++</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
    <span style="color: #003366; font-weight: bold;">var</span> f<span style="color: #339933;">:</span>Object <span style="color: #339933;">=</span> mesh.<span style="color: #660066;">mface</span><span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
    <span style="color: #003366; font-weight: bold;">var</span> v1<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> f.<span style="color: #660066;">v1</span><span style="color: #339933;">;</span>
    <span style="color: #003366; font-weight: bold;">var</span> v2<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> f.<span style="color: #660066;">v2</span><span style="color: #339933;">;</span>
    <span style="color: #003366; font-weight: bold;">var</span> v3<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> f.<span style="color: #660066;">v3</span><span style="color: #339933;">;</span>
    <span style="color: #003366; font-weight: bold;">var</span> v4<span style="color: #339933;">:</span>int <span style="color: #339933;">=</span> f.<span style="color: #660066;">v4</span><span style="color: #339933;">;</span>
&nbsp;
    trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - indices: &quot;</span> <span style="color: #339933;">+</span> v1 <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> v2 <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> v3 <span style="color: #339933;">+</span> <span style="color: #3366CC;">&quot; &quot;</span> <span style="color: #339933;">+</span> v4<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
    <span style="color: #000066; font-weight: bold;">if</span> <span style="color: #009900;">&#40;</span>mesh.<span style="color: #660066;">mtface</span><span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
      <span style="color: #006600; font-style: italic;">// UV coords are defined</span>
      <span style="color: #003366; font-weight: bold;">var</span> tf<span style="color: #339933;">:</span>Object <span style="color: #339933;">=</span> mesh.<span style="color: #660066;">mtface</span><span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
      trace<span style="color: #009900;">&#40;</span><span style="color: #3366CC;">&quot; - - - uv: &quot;</span> <span style="color: #339933;">+</span> tf.<span style="color: #660066;">uv</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
    <span style="color: #009900;">&#125;</span>
  <span style="color: #009900;">&#125;</span>
<span style="color: #009900;">&#125;</span></pre></div></div>

<ul>
<li><a href="http://github.com/timknip/asblender/" target="_blank">github repo for ASBlender</a></li>
<li><a href="http://techblog.floorplanner.com/2010/01/25/introducing-asblender/" target="_blank">Blog post about it by Tim</a></li>
<li><a href="http://github.com/timknip/js3ds" target="_blank">Another great tool, .3ds js parser also released by Tim</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2010/01/27/asblender-library-to-use-blender-files-directly-in-flash/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>3DS Parser Added To Papervision From Away3D</title>
		<link>http://drawlogic.com/2008/04/11/3ds-parser-added-to-papervision-from-away3d/</link>
		<comments>http://drawlogic.com/2008/04/11/3ds-parser-added-to-papervision-from-away3d/#comments</comments>
		<pubDate>Fri, 11 Apr 2008 11:59:53 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[ARCHITECT]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[DEVELOPMENT]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLEX]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PAPERVISION]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[3ds]]></category>
		<category><![CDATA[3DSMAX]]></category>
		<category><![CDATA[as]]></category>
		<category><![CDATA[max]]></category>
		<category><![CDATA[max3d]]></category>
		<category><![CDATA[parsing]]></category>

		<guid isPermaLink="false">http://drawk.wordpress.com/?p=180</guid>
		<description><![CDATA[Good news, I meant to post this a few days ago last weekend Tim Knip added 3DS parsing support to Papervision3D. Here is the thread with the quick howto. Thread in nabble Added a simple 3DS parser to the Great White trunk. =&#62; org.papervision3d.objects.parsers.Max3DS &#8230;USAGE: &#160; // where to find textures var textureDir:String = &#34;./images/&#34;; [...]]]></description>
			<content:encoded><![CDATA[<p>Good news, I meant to post this a few days ago last weekend <a href="http://www.suite75.net/blog/dev/" target="_blank">Tim Knip</a> added 3DS parsing support to Papervision3D. Here is the thread with the quick howto.</p>
<p>Thread in <a href="http://www.nabble.com/-GW-rev--510--Added-a-3DS-parser-td16524897.html" target="_blank">nabble</a></p>
<blockquote><p>Added a simple 3DS parser to the Great White trunk.<br />
=&gt; org.papervision3d.objects.parsers.Max3DS</p></blockquote>
<p>&#8230;USAGE:</p>

<div class="wp_syntax"><div class="code"><pre class="javascript" style="font-family:monospace;">&nbsp;
<span style="color: #006600; font-style: italic;">// where to find textures</span>
<span style="color: #003366; font-weight: bold;">var</span> textureDir<span style="color: #339933;">:</span>String <span style="color: #339933;">=</span> <span style="color: #3366CC;">&quot;./images/&quot;</span><span style="color: #339933;">;</span>  <span style="color: #006600; font-style: italic;">// use a trailing slash!</span>
&nbsp;
<span style="color: #006600; font-style: italic;">// optional materialsList</span>
<span style="color: #003366; font-weight: bold;">var</span> materials<span style="color: #339933;">:</span>MaterialsList <span style="color: #339933;">=</span> <span style="color: #003366; font-weight: bold;">new</span> MaterialsList<span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #006600; font-style: italic;">// the 3DS file</span>
<span style="color: #003366; font-weight: bold;">var</span> fileName<span style="color: #339933;">:</span>String <span style="color: #339933;">=</span> <span style="color: #3366CC;">&quot;[path-to-3ds-file]&quot;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #006600; font-style: italic;">// load it!</span>
_3ds.<span style="color: #660066;">load</span><span style="color: #009900;">&#40;</span>fileName<span style="color: #339933;">,</span> materials<span style="color: #339933;">,</span> textureDir<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #006600; font-style: italic;">// add to scene</span>
scene.<span style="color: #660066;">addChild</span><span style="color: #009900;">&#40;</span>_3ds<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></div></div>

<p>Also, one other golden nugget is <a href="http://www.cleoag.ru/2008/04/09/parkseasons-in-pv3d/" target="_blank">Den Ivanov&#8217;s newest demo with Papervision portals</a>! This is a very smooth demo, be sure to enter into the portals to see the seasons change.</p>
<p>Also here is a  <a href="http://jk.you.free.fr/lab/3d/mxmlscene.html" target="_blank">non papervision 3ds parser</a>.</p>
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