ActionScript

Aug 20, 2009

3D, ribbons, vertices, uv coordinates

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

Yesterday I helped my friend Tudor with a problem. When we solved it he got excited and told me to blog about it. Whatever Tudor says has to be done so here we go . He was using the Ribbon3D class which is based on Papervision3D. Instead of using a color material he wanted to [...]


Aug 6, 2009

“Blender to Flash workflow” article now available for free

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

The March issue of Flash & Flex Developer’s magazine features an article written by me called “Blender to Flash Workflow”. This article explains how to: create a simple 3D object in Blender create a material in Blender export the primitive and the material so that it can be used in Flash set up a basic [...]


Jul 29, 2009

Blender to ActionScript exporter updated: Alternativa3D support

Posted by Dennis in 3D, ActionScript, Blender No comments

I’m very happy to announce that the Blender to ActionScript exporter adds another 3D engine to its list: Alternativa3D! Thanks to Makc for writing the code for this. You can download the new version here.


Jun 12, 2009

Blender to ActionScript exporter updated: export multiple objects at once

Posted by Dennis in 3D, ActionScript, Blender 15 comments

Until now you could only export the selected object. I’ve added a toggle button that enables you to save all the objects in the scene. I’ve also removed the class name input box. It now uses the name from the object itself. Doing this, I discovered a bug in the script that affected the x, [...]


May 27, 2009

“Blender to Flash Workflow” article in Flash & Flex Developer’s Magazine

Posted by Dennis in 3D, ActionScript, Blender, Flash 7 comments

The latest issue of Flash & Flex Developer’s magazine features an article written by me called “Blender to Flash Workflow”. This article explains how to: create a simple 3D object in Blender create a material in Blender export the primitive and the material so that it can be used in Flash set up a basic [...]


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, [...]


Mar 9, 2009

Optimising the data loading process with Flex, AIR & Ant: compiled SWF files instead of verbose XML files

Posted by Dennis in ActionScript, Flex 6 comments

The project I’m currently working on needs to load large amounts of data. The application uses data which is supplied to us in the form of Excel sheets. The data for one object consists of 4500 records. XML files are typically used for this kind of task. However in this case the XML files are [...]


Feb 19, 2009

Easy deep clone method made easier

Posted by Dennis in ActionScript, Flash, Flex 9 comments

In a previous post I talked about an easy deep cloning method I found and which I tweaked a little. While I was crammed in the tube yesterday (sometimes the best ideas are born in the underground) I came up with an idea to simplify and generalise this even further. The problem with the current [...]


Feb 10, 2009

Easy deep clone method for ActionScript 3.0

Posted by Dennis in ActionScript, Flash, Flex 5 comments

UPDATE: I’ve made this made more flexible. Read this. I stumbled upon this method via the ActionScript 3 Design patterns blog. This method is commonly used in Java to make a deep copy of an object. I tried the example but couldn’t get it to work. When I casted bytes.readObject() it always returned null. I [...]


Feb 5, 2009

Debug Flash/Flex & Air with De MonsterDebugger

Posted by Dennis in ActionScript, Flash, Flex 5 comments

I highly recommend this debugger. It is an AIR application that has many useful features and will make your life much easier. Some of those features are: detailed traces (trace strings and objects, which you can expand) edit properties at runtime method testing a tree structure with which you can walk through the application On [...]