Update: what’s up with AS3Dmod?

A few weeks passed since I wrote about the AS3Dmod library and released an initial version of the code. Some new stuff has happened since, so here’s an update.

First of all AS3Dmod has a new team member - Makc. Makc has been involved in several AS open-source projects, most notably Sandy3D. You can read more about Makc, here, where you will also find some cool Flash experiments.

The code has also evolved, and was moved to a modest 0.2 version. The most important changes are some fixes in the imports that prevented the compilation of the project so far.

The 0.2 version has 5 new modifiers: Bloat, Twist, Taper, Skew and a UserDefined modifier that allows to create custom vertex manipulation and easily integrate it into the stack.

Other then that, there is now an ANT script that allows to compile the demos for all 4 engines, and also to generate API Docs. Of course the documentation is ever evolving, but the latest version is always available here. Please note, that API docs are synchronized with the contents of the SVN repository. The zipped sources available on the project home page are there for reference, but they quickly become outdated.

Last but not least, there already are a few demos that use AS3Dmod. I allowed myself to gather a short list of what I found out there:

Thanks to everyone! We will try to put in more and more features, document the code and also create a tutorial, so stay tuned.

8 Responses to “Update: what’s up with AS3Dmod?”

  1. tg_jp Says:

    hello, here is updated version. I added other modifiers to Elephant demo.

    http://www.tres-graficos.jp/away3d/elephant105_a3d/

    thanks for sharing nice library. :)

  2. jm_mdd Says:

    I have been working with as3Mod, however I cannot get it to apply to multiple objects in a scene - it only seems to apply to one. Is it even possible to have it applied to more than one object in a scene at once? If so, any guidance would be appreciated!

    Thanks!

  3. jm_mdd Says:

    figured it out - thanks

  4. bartek drozdz Says:

    @jm_mdd that was fast, you did not leave me time to respond :) for anyone having a similar problem: one ModifierStack works currently with only on mesh. But you can create as many stacks as you want and apply the to different meshes on the scene.

  5. as3dmodでうねうね・ゆらゆらな作例3点 | ClockMaker Blog Says:

    […] 前に作ったサンプルがこちらに紹介頂きました。いまいち一般的なサイトでの使い道が思いつかないas3dmodですが、ふしぎな魅力を感じてしまううねうねとした表現。3点ほどサンプルを作ってみました。 […]

  6. andre Says:

    Actually, just trying out your paper bendy thingy, with PV3D and 2 one sided planes to give a similar effect as your demo … even after creating 2 stacks, only one of them will work correctly.

    This is because im adding the same exact modifiers to the diff stacks, and only the last one to have modifiers added to it, will actually work.

    Like so:
    stack.addModifier(paperMod);
    stack.addModifier(wind);

    stack2.addModifier(paperMod);
    stack2.addModifier(wind);

    If you test this, only stack2 will have the modifiers, the other will be frozen (even though i’m applying to both on the render function).

    Any ideas?

    On another note, great work ! :)

  7. bartek drozdz Says:

    @andre I did use bend in papervision with 2 planes, but then I also used 2 different instances of bend modifier.

    If you create the “back” by rotating the plane by 180 degrees, you need to apply the bend modifier to it that has opposite parameters that the one for the “front” plane. So ex. for force 1 you’d use -1. That’s the reason to use 2 separate instances.

    On the other hand the same instance of modifier should be applicable in more than one stack. I will investigate this.

  8. andre Says:

    I will try that :)

    Thank you.

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