April 2009 Archives

Apr 6, 2009

Blender to AS3.0 exporter & modifier support: short how-to

Posted by Dennis in 3D, Blender 5 comments

The latest Blender to ActionScript exporter supports modifiers. A detailed desciptions of what these are can be found here on the Blender site.
If you have absolutely no idea about what a modifier is then this post will give you a very short introduction
With modifiers you can make changes and additions to existing meshes. [...]


Apr 6, 2009

Blender to ActionScript exporter updated: Quads and Modifiers

Posted by Dennis in 3D, Blender, Flash 1 comment

The exporter script for Sandy 3.1 now supports quads. This means you don’t have to press ctrl+T before you export an object from Blender. Big thank you to Makc for writing this bit of code.
I’ve also introduced support for modifiers. The modifiers are applied to a temporary Mesh and then exported to ActionScript. It won’t [...]


Apr 2, 2009

Using an Alchemy generated texture on a 3D object

Posted by Dennis in 3D, ActionScript, Flash 6 comments

Here’s how a texture that is generated by Alchemy can be used by a 3D engine like Sandy.
Watch the example here.
The C code:

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include “AS3.h”

int* palette;
int* plasma;
int* newPlasma;
int width;
int height;

AS3_Val generatePlasma(void* self, AS3_Val args)
{
int x, y, r, g, b, index;

AS3_ArrayValue(args, “IntType, IntType”, &width, &height);

palette = malloc(256 * sizeof(int));
plasma = malloc(width * height [...]


Apr 1, 2009

Alchemy plasma experiment

Posted by Dennis in Uncategorized 4 comments

Note: this can be done quicker with pure ActionScript by using paletteMap(). This example is merely an Alchemy example.
Watch the example here.
Here’s an example of how this can be used on a 3D object.
Here’s the C code:

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include “AS3.h”

int* palette;
int* plasma;
int* newPlasma;
int width;
int height;

AS3_Val generatePlasma(void* self, AS3_Val args)
{
int x, y, r, g, b, [...]