Archive for the ‘Demos’ Category

Majority Desk

October 13, 2007

Developed by Eddie Herrmann and Dan McWeeney for demo jam at SAP TechEd, Majority Desk is a 3D desktop controlled by two Nintendo wiimotes.

It’s a very interesting project running on Adobe AIR with Papervision3D on the rendering and the excellent WiiFlash on the controls.

Check out the authors’ links for more info.

Earthmine, indexing reality.

September 28, 2007

Earthmine screenshot

Berkeley-based Earthmine, has first unveiled their 3D mapping system to the world at the DEMOfall 2007 conference. Their vehicles take high resolution imagery whilst surveying the entire surroundings in 3D. This awesome dataset opens up a whole world of possibilities in the world of geo spatial indexing.

To unlock this data to the public, for front-end technology they chose the Flash Platform, in combination with Papervision3D. This allows them to enable anyone to access high resolution 3D datasets, and tag, navigate, measure, take pictures, and lots more.

 See the videos, and read more about the development at unitzeroone.

FlashForward Spaceship Demo

September 28, 2007

Here is the Spaceship Demo from my FlashForward presentation last week in beautiful Boston.

It’s actually pretty simple, just a few models inside a skybox, but nevertheless it’s a good excuse to show professional game art in Papervision3D.

Models and textures by 3DRT.com, design and development by carlosulloa.com.

Mr.doob’s DOF experiments

September 4, 2007

Amazing Depth Of Field experiments by Ricardo Cabello aka Mr.doob, using Papervision3D and Tweener, a very powerful and easy to use tween engine.

Click here and here for more DOF experiments and source code.

New, new material demo

August 30, 2007

New Material Ball.

It has been a while since we added anything about the new materials. We are getting these ready for a new, upcoming revision. While working on the engine itself, I kind of stumbled over something which looked nice, so I went ahead and made a little demo.

Check it out here.

Magic Carpet

August 21, 2007

Here is a great example of mixing physics with Papervision3D.

Manuel Bua, a very talented software developer based in Trento (Italy), has created Magic Carpet, a carpet simulation demo powered by Alec Cove’s excellent APE physics engine.

The interactive mesh deformation is very realistic, quite fun to play with. But his attention to detail goes further, with realtime image compositing and post-processing.

Best of all, the source code is here.

So, you wanna click that button on the 3D object. Fine.

August 17, 2007

I just posted the new ISM demos and docs to the FaceLevelInteractivity branch and posted a detailed entry and demo using the new face level support on Papervision3D

BoxDemoScreenShot

Check it out!

It doesn’t get any easier than this:

  • create MovieClip
  • add objects that you want to be clickable (IE: UI components, or other movieclips/sprite objects)
  • use this MovieClip with an InteractiveMovieMaterial
  • apply InteractiveMovieMaterial to 3D object
  • done.

All MouseEvents will be dispatched on your objects and away you go!

Enjoy.

3D Sine Wave Study

August 15, 2007

Here’s another excellent example of what can be done with Papervision3D. Described by author Lee Felarca as a wavey liquid surface being hit by rocks.

Make sure you try the different options because it’s quite fun to play with it. You can zoom in and out, pause and look around and even underneath, and there’s a lot of texture options. The lava is simply amazing.

RMI Demo Files

June 29, 2007

Grab the demo files for the class here

Or get JUST the demoFiles or just the JediTrainingSphere app – essentially, the one big file split into 2

After going through and putting in the latest version of the components, I realized it would be immensely helpful, to the people who couldn’t make the classes, to tell you *what* the demos are :) So, here’s an explanation of all:

  • handsOn/Developers
    • Demo_0
      • BasicSceneWithPlane: Using the new Scene3D component, we create a simple plane and add it to the scene component.
      • BasicSceneWithPlane_MovieAssetMaterial: All code this time, simple scene, camera, plane with a MovieAssetMaterial from the library

      Demo_1

      • TargetCamera_orbit: It WAS a target camera, but we switched it in class to show how to use a Free camera ;) It uses Peter Kapelyn’s trick of moving the camera back to zero, rotating on Y axis by 1 degree, then moving back out – genius. All code, no component.
      • TargetCamera_orbit_math: this one actually DOES use a target camera, only, the orbiting is accomplished with 2 lines of math. You’ll see that there’s a 3rd line to rotationY – just remove that. Target cam doesn’t allow rotationY calls and that line gets ignored in the Flash IDE. I just realized I forgot to remove that line in the demo files.
      • TargetCamera_Tweener: Uses a target camera with tweener to show you how to animate a 3D object with Tweener.
    • Demo_3
      • TargetCamera_FreeCameraFly: I really gotta work on my naming conventions. This is basically a star wars / stars / flight sim demo. Shows you how to use multiple canvas’ and multiple scene’s to create the illusion of flying through stars. All code and includes the xwing controls class.
    • Demo_4
      • FormUI: The idea was to create a form with basic button, then create planes in 3D studio max to mirror that look. Then, export a collada file, and use the plane object’s (Sprites) mouse events to control the form that’s actually off stage. I just didn’t have time to finish the implementation unfortunately.
  • handsOn/Designer
    • cubeSample
      • this was a demo done at the class to show how to control animation flow across the faces of a cube. We created a cube in 3D Studio Max, added a UVW unwrap modifier, then flattened the mapping. Then created a normals map to work from. We took that normals map into PhotoshopCS3 and added directional arrows. We imported the bitmap with arrows backinto 3D Studio Max and then rotated the faces of the model to match the direction of the arrows. The final result was matrix code streams being applied as a MovieAssetMaterial and the streams “flowing” in the direction of the arrows.
        • cubeSample demo
    • demo_normalMapping
      • Same idea as the above, but this time we wrapped the animation around the outside of an oiltank model.
  • 3D
    • 3dDude: This was some hi-poly model that John Olson found the night we were debugging the component ;)
    • 3Spheres: this is actually a baked shadows demo that I created in class. 3 balls and a plane using rendered textures with shadows.
    • axisBox: it’s actually a cube with a texture that has the directional arrows applied with the pivot point in the corner of the cube. It was meant to be a demo about oneSide=true on materials and how you can’t see the object from the opposing view.
    • Guitar: It’s the guitar from the midi demo I did. It’s a simple model showing how you can have your “parts” separated and completely accessible through code. The body, neck and stock are all separate objects.
    • materials/meshes: Just a couple of junk folders really. I just threw stuff in there ;)
    • spheres: This was the original 3ball demo I did at home to be prepared for class. Of course, the class didn’t like pre-canned stuff. So I had to do it fresh ;)
    • tieFighter: My really really simple low poly tie fighter model
    • Xwing: The one you’ve seen a million times.
  • JediTrainingSphere
    • this was the actual project to create the slide presentation for the class. You can fly around with a wii using the wiiFlash server, as well a move to the next slide and back. Its a great demo peice to show:
      • custom classes for materials (Panel, Beam)
      • communication between movieclips used as materials and 3D objects
      • using multiple collada objects (JediTrainingSphere and orb)
      • Using baked materials (Orb)
      • Using animated Movie materials (Beam, Panel)
      • Using dummy displayObject3D’s for animation purposes
        • the jedi sphere actually “looks at” an invisible dummy object to do it’s rotation to the next panel
        • the camera watches a dummy object go from the middle of the sphere to the panel – as if it were watching the animation of the beam flow out.
      • Using multiple types of materials on one object
        • Jedi Sphere uses BitmapFileMaterial and MovieAssetMaterial

Anyway, if you have any questions, please feel free to ask!

enjoy!

-John

Papervision3D RC1 Shark demo

May 5, 2007

Here is the Shark demo I presented at FITC Toronto.

Designed to showcase the current revision of Papervision3D, it features different types of objects and materials.

Press Space or click on the fish icon to target the last selected fish.

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