Away3D Prefab3D 1.2

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Away3D PreFab3D v1.2

Update Prefab3D 1.208 available

In this update:

  • Improved renderer
  • Path generator
  • Path extrude
  • Path animator
  • Path (anims) exports as AS3 class
  • Path export/import as xml
  • Improved Terrain generator
  • Improved menus for Windows
  • Auto update
  • and more...

    Get Prefab3D

    Little video showing the new path features.

    Away3D PreFab3D v1.2

    Away3D PreFab3D v1.2
    Away3D PreFab3D v1.2

    Away3D PreFab3D v1.2

    20 Responses to “Away3D Prefab3D 1.2”

    1. Giuseppe Distefano Says:

      Ask for Flash Movie with 3d model

      Hallo,
      first … sorry for my english.
      I’m Giuseppe Distefano from Italy.
      I’m looking for a Flash Movie with 3d model (human).
      I need it for a Web-based software developed in php+mysql.
      I need a Flash movie with a human 3d model. This model must be edited from html-php variables (from object-tag).
      Also i want to edit, for example, the hip measurement or waist measurement via html-tag variables.
      Can you help me? You can me contact.

      Thank you
      G. Distefano
      http://www.dotcomwebagency.it

    2. Peter Velichkov Says:

      Can you export the normal map to png since jpeg introduces artefacts.

    3. Fabrice Says:

      The jpg export is set at highest quality, 100%. so no artefact should be visible for your eye.
      However, one way to boost quality, is to render at much higher sizes. You would wait few instants more, and using the export size, the downsampling should smooth out some eventual artefacts. That’s when it comes to large models perfectly mapped.

      Now, another possible cause for artefacts is either the use of wrong bumpmaps, way smaller than the destination map size, and/or bump settings too high.

      And finally most common flaws are related to the UV mapping. The technic requires that your model is mapped in a way NO triangles defined on the map overlaps another one. Each area defined on the map by a face MUST be unique. In some cases if the triangular area defined by the uv’s is equal or smaller than a pixel at the map scale you define, indeed some artefacts might occur.

      You can using the uv editor, see if you have overlappings in your mapping and eventually modify it within Prefab or your editor. In case of too small area artefact, just increase the render size until the smallest triangles are traced smoothly, export to desired size afterwards.

      Note also that the code, “bleeds” the pixels to prevent pixel sharp edges at render time. These are no artefacts, they are ment to be this way. Look at this demo. you can see this feature in action.
      http://www.closier.nl/playground/normalmaps_after.html

    4. Peter Velichkov Says:

      Even at 100% jpeg introduces artefacts to every image (true, not visible until scaling). The effect i notice is that when used with CubicEnvMapPBMaterial there is like noise on completely flat areas. In my case normalmaps are used only to round ages, but should keep the flat surfaces shiny :)

    5. Fabrice Says:

      Some screenshots would help. But yes, I guess I can add a png option in the future.

    6. Juri Says:

      I’m a flash developer experiencing the kinda classical triangle-disappearing problem with a rotating dae.
      I found it’s quite a common problem and tried several fixes i found online but none of them worked for me. Actually, setting the renderer to Renderer.INTERSECTING_OBJECTS did the job, but made the whole thing unbearably slow (like 2fps :\)
      I noticed if i import my model in Prefab3D (which, btw, is AWESOME) and then set the renderer combobox to “intersect” it works great and runs pretty smooth too!

      So i was wondering, may i ask you if you used any particular setting in that viewport?

      Sorry if it’s an obvious question but i’m quite a noob with away3d..

    7. Williams Says:

      Hello Fabrice,

      Nice work ! Let me ask you… can preFab import and export character animation? can you send me your email? Thanks , Williams

    8. blackmeoo@yahoo.com Says:

      can i using imported swf to make a material for 3d models in prefab3d?

    9. Fabrice Says:

      No, because Prefab considers all as bitmapdata (BitmapMaterial) for (actual) renderings reasons. But that would be a nice feature, use an swf input to generate a bitmap texture… Will see if i can push this one in future updates.

    10. Shane Says:

      Hey Fabrice,

      I love the new Prefab3D app its very cool!

      Quick question, are you experiencing any problems with models exported from SketchUp? I exported a model from sketchUp in .3DS .DAE .KMZ and .OBJ formats and none of them load into Prefab!

      Ive uploaded the files if you wish to have a look!

      http://rapidshare.com/files/394441596/Urmos_House_Exports.rar.html

      Shane

    11. Freddie Says:

      Hey i’ve been trying to use prefab to export and use a simple 3d model of a room to BSP. But everytime i load it into prefab prefab uses like 80-90% of the cpu and freezes up. The model is only like 12 polygons.

    12. Fabrice Says:

      @freddie, yes, I’ve recieved more reports about this. An update should be posted soon. Its related to 1.5 to 2.0 AIR runtime diffs.

    13. Rahmat Hidayat Says:

      I just found out about this, simply amazing

    14. Rahmat Hidayat Says:

      Hey, i’m having problem when trying to export a 3ds file from maya..

      and hopefully the update will be posted soon, because i’m having some problem with the cpu freezing as well..

    15. Pablo Cieri Says:

      I have some problem to install in windows. Start the instalation but the instalation is stop with error. The file air it’s ok?

    16. saurabh Says:

      DESPERATELY NEED HELP

      - MAKING MODEL IN 3DS MAX, OF LOW POLY COUNT OF 3500 POLYGONS, NEED TO HAVE GREAT LIGHTENING RESULT, AM I AT RIGHT PLACE ?? CAN ANY 1 HELP ME ONLINE, I AM READY TO PAY, TEACH ME ABOUT THIS PRODUCT IF IT IS USEFUL, I FURTHER NEED TO BAKE IT FOR ALTERNATIVA3D..

      I AM NOT THAT GOOD IN UV N LIGHTENING IN 3DS MAX..PLZ CONTCT ME AT ERSAURABH101@GMAIL.COM..I AM BADLY STUCK

    17. Paul Lunneberg Says:

      In prefab it has an area to possibly edit the hierarchy of objects but I cannot for the life of me figure out how to make changes to the hierarchy. Is there documentation somewhere for this? Or is this unfinished functionality?

    18. Fabrice Says:

      @Paul I’ve been busy on several other things lately. The base of the hierarchy features is internally layed now. However indeed its not functional yet in the ui. For now, see it as an inspector and able to remove empty containers.

      The idea is to allow selection from this hierarchy tool, delete meshes and move them into other containers, lock them, unlock them etc…

      This will probably land into the upcomming 1.4.

    19. Daniel Says:

      Hi, I give a try to prefab 1.377, import a model from 3dsmax (a simple box) export Flash 9, compile in CS3 Flash 9, and I’ve got that error…

      5000: The class ‘Box’ must subclass ‘flash.display.MovieClip’ since it is linked to a library symbol of that type.

      I search the web for a solution but nothing seems to be realted to that problem with away3d.

      any ideal will apreciated.

      Regards, Merci.

      Daniel

    20. Fabrice Says:

      You need first to define a regular class for your away project like any other projects. Look on flashmagazine.com, our trunk examples or our tutorial pages. Then in this project you import the Prefab output class, and addChild it to your scene3d instance.
      You have now probably linked a movieclip into your lib to this class…

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