Archive for the ‘ Papervision3D ’ Category

Speaking at UNITE 2009 – Oct 27th

Well, UNITE 2009 will be the first conference I’m speaking at that’s not about flash – kinda crazy!

Unity has devoted an entire day (October 27th) for Flash 3D people who are interested in checking out Unity3D.  So, they’ve lined me, Paul Tondeur ( co-author of Papervision3D essentials book ) and Mauricio Longoni to speak/teach.

I’ll be covering Papervision3D > Unity3D topics in my first session (which is right after the opening session).  I’m really looking forward to this session because I think people will be blown away at how easy it really is to adopt Unity3D into their toolset of options for 3D on the web.  I’ll be covering alot of the foundational stuff like scripting, Unity IDE, GameObject vs DisplayObject3D, 3D modeling and texture considerations vs both technologies etc.

I’ll then have the last hour of the day to unveil the latest game we’ve been developing for THQ wireless inc. and Lucas Films ltd.  I’ll be walking you through a bit of an over view from what it was in Flash as a prototype, how it translated in Unity3D for the iPhone and finally – porting it from a Unity iPhone app to a Unity web app.  It was an unbelievably awesome experience using Unity for this project!

Hope to see you guys there – and hey, leave a comment here if you’re going to be at the conference

NEW: Papervision3D Component 2.1

I’ve just posted the latest version of the component for the Flash IDE:

It’s been a long long wait and I’ve been handing the component out at Flash conferences and classes that I’ve taught, but was waiting for Flash CS4 to be fixed to work with my component.  CS4 has alot of known issues with components, Adobe is well aware of the issues that cause my component not to work and I’m sure it’ll be fixed down the road sometime.

So for now, the component will only work in Flash CS3 IDE.

New Features and bug fixes:

1.  new Materials panel – now you can deal with your materials through this panel that Andy Zupko added oh so long ago 😉

2.  Code Templates:  I’ve put in 2 templates for writing code against the component all flushed out with all the event listeners etc.

3.  Many bugs fixed

Thanks all, and enjoy!


Flash on Tap Slides:

Flash on Tap was a GREAT conference – unbeleivably cool and laid back (at least for me it was).  It was truly great to see old friends again and hang out a bit.  Last time I went to a conference I was so stressed about about getting hours in on a project, I couldn’t enjoy Brighton.  It was a shame really.  But this time around, I really took the time to enjoy myself and just do what I wanted.  The class went great on Thursday, and the 3D panel discussion today was very cool.  I was nice to get to voice some opinions about about Flash, Unity and 3D in general.

Anyway, I rushed through my Papervision to Unity to iPhone session like mad at the end and promised I’d post the slides, so click on the image above or here.  I’d clearly planned to talk about way too much in my presentation, but I was at least able to do the sample demo app I’d put together of the obstacle course.  I was happy that people enjoyed seeing Unity in action and creating a simple game, but was bummed I didn’t even get the chance to show some scripting so they could see how very similar Unity’s Javascript is to ActionScript3.

There’s always next time!!

Change to my Session at FOT

It was a year ago when i’d put up my description for my Session at Flash on Tap and I’d really intended just to follow through with that, but now that we’re getting much closer to the actual event, I think my topic is really not in sync with what I’v been working with in the past 6+ months.

So, I’m going to be covering the development crossovers between Papervision/actionscript3, to Unity3D/Javascript, to iPhone 3D gaming.  I’ll be showing the differences and similarities between Papervsion and Unity3D and talk about the caveats to iPhone 3D gaming with its abilities and limitations.  I’ll also being showing the Unity3D IDE,  features and workflow.

Stunt Bike iPhone game in Unity3D IDE

Stunt Bike running on iPhone

Many of the issues we deal with in Papervision3D are applicable to the iPhone 3D gaming development.  With Unity as a middle man for development, I think there’s plenty to talk about 😉

Hope to see many of you there!

Papervision3D Component update: CS4

I’ve just posted an update on my progress on the Papervision3D blog

Please read and reply over there 😉

Thanks, John

Seb’s Papervision black hole

THIS rocks!  I just had to give a shout out to Seb for giving me my first Papervision3D inspiration of the year!

I’d try to explain it, but I think you should just check it out for yourself 😉

Papervision3D Award for innovation!

Pretty sweet that we beat out the likes of Microsoft and Google for Innovation of the Year by .net magazine!

Check it the details on Papervision’s blog

Xray update: FLEX CHANGES – please read

Thanks to Andy needing some help on a project, I was able to spend some quality time on Xray to fix a bug and enhance it to work with rawChildren containers in flex.  Above is a picture of the contents of rawChildren object in flex and a Papervision3D BasicView object highlighted.  I’m able to go from that point into the BasicView and see all the Papervision3D goodness 😉

I had to rework a few things to accomodate rawChildren types of objects, but in doing so, I made it more modular so to speak, in terms of the underlying code.  It’s been a struggle to not have to create copies of code that do nearly the same thing with slight tweaks for Flex.  So far so good.

NOTE:  I’ve finally changed the package and name of Flex2Xray.  I’ve basically dropped the “2” in the folder name and the class.

So now we have:

var xray:FlexXray = new FlexXray();

again, with the flex version, you don’t have to add it to stage since it has access to the Application object.

Setting focus on TextFields not on stage – Papervision3D

Well, I finally came up with a fix for this issue and thought to archive it.  Basically, the issue is that when you have textfields in a Sprite that you use for a material source for Papervision3D, you want to be able to set focus to those text fields.  Without them being on stage, however, it doesn’t work to say “stage.focus = myTextField”.

So, very simply, all you have to do is add the textfield to the stage, then use stage.focus = myTextField, then re-add back to your Sprite.  Bingo, you have focus in your TextField.  Now, I should say, that i’ve seen it work with just using stage.focus = myTextField, but in this particular situation, adding it to the stage first, then setting focus, then adding it back worked.  So give it a whirl either way.


stage.focus = myTextField;

Bam! done.  As long as you’re redrawing your material so that you can see what you’re typing ( bitmapMaterial.drawBitmap()), it’ll work just fine.

Tabbing is controlled easily with:

protected function handleKeyUp(e:KeyboardEvent):void
if( e.keyCode == 9 ) // tab
if( currentField == username )
else if( currentField == password )

hope that helps someone!

Online Papervision3D training – Nov 8th. Optimization Techniques

We’re doing one more of these before the year’s end and won’t likely do it again until February 2009.  We weren’t going to do it at all, but we’d had a great response to do one more, so we’re squeezing this one in before the holidays really kick in.

I’m taking a break from traveling for a while, so RMI has set me up with some on-line course time and this weekend (SATURDAY), I’m going to pouring over the Winterwonder Land application and talking about optimization techniques for Papervision and the flash Player in general.

In the course files, I’m including nearly all the demo’s I used for the classes I taught in person as well as the source for Winterwonder Land’s animation engine etc.

If you’re interested, you can sign up over at RMI’s site:

Hope to see you there!