Papervision3D CS3 Component: Guy Wheeler shows ease of use in client project
Guy Wheeler has taken the Papervision3D CS3 Component and used it in exactly the way I’d hoped someone would. He’s been kind enough to write out his processes and take some screenshots of his workflow to show you here. This is a great example and use of Collada and the new interactive features of Papervision3D. He’s able to model in Maya, and end up in completely familiar environment in the Flash IDE to pull it all together visually.
This version is beta and still going through changes, but it’s really well done and engaging. I think what’s most powerful is the use of Tweener and every day UI components on the textures of the planes and how that interactivity was enabled literally by a click in a checkbox.
The version of Papervision3D component Guy used has not been released yet and was released to the class he attended. I’ll be handing this one out at the NYC classes (Dec 1&2) which will be based off of Papervision2.0 engine.
Here’s Guy’s description of his workflow:
The 3D Stage
The main structure is a studio I designed and built in Maya 8, then exported using Feeling Software’s ‘ColladaMaya’ plugin. The model is chopped up into several square sections to reduce ‘texture-area wastage’, for example; the seating area floor is part of one square floor texture). This also helps to reduce the final image sizes that the player needs to animate at runtime. To further assist the player, the model was combined at the final stage.
Once the initial model was rendering smoothly, I went back and removed as many polygons as possible, leaving light-clusters in areas that the eye notices the distortion most. Mr Doob’s PV3D Viewer was indispensable here! Using parallel lines on textures like floorboards can be counterproductive, especially when the lines cross mid-polygon. The studio was textured in several stages, initially using a composition of photographs (including a wooden floor). Once aligned, it was baked using Mental Ray to enrich it with shadows from the spiral staircase and support beams, then optimised in Photoshop. I shot the 360′ panorama for the sky whilst in Italy & it shows Italy, France and Switzerland, including Lake Como & Lake Lugano.
The Papervision3D Stage
Once prepared, the Collada model was loaded into Flash CS3, where it calls all it’s textures from external .jpg’s. To optimise the render further, the InteractiveScene3D is cropped using the RectangleTriangleCuller. This provides a wonderful effect around the edges, which is then disguised with a ‘glory_hole’, rather than a mask. This eliminates any future rendering complications, as a result of assets that can’t be displayed correctly under a mask. Screens are animated using Tweener to fly into place. InteractiveMovieMaterials (with transparency), display screens and their buttons separately. The contents is handled by the interactiveSceneManager, and displays animation, scrollable text boxes and active links. These are set to both animated & smooth, to ensure a crisp display.
Once in place, the UI is controlled using a combination of keyboard and mouse clicks. Keyboard arrow keys allow the visitor to ‘walk & turn’, and the ZX keys handle the sidestepping required to skip between the screens on the walls. Clicking reveals text and links under each of the image screens. With so many assets on the screen at a time, the stage quality is also toggled whenever the camera is moving.
He gets a nice solid 3 Rockon’s for this one!