Recently I had been doing a little more work in Away3D and I needed to use an object that was more complex than a preset primitive. After looking through some of the Away3D examples I tried bringing in my own model from Cinema4D. I quickly found that setting up and exporting your file correctly is half the battle. In this tutorial I’ll explain how to create a primitive in cinema4D export it correctly for Away3D inside flash. Source code is available at the bottom. Use the right/left arrows to switch models and the up/down to change the texture. Below is the final product:
Source Code is available here
Recently I had been wanting to do some more interactive 3D type of projects. I wanted to create something beyond just a pre-rendered sequence that simulated camera movement. I have previously been using papervision3D but wanted to expand my knowledge and check out the competition. Papervision X has been long expected but with Ralph Hauwert Unit Zero One leaving the team I thought it was time to move on. Away3D was very highly recommended by my colleague Kyle Beikirch for it’s more frequent updates to SVN and ease of interactivity. Since I was exactly sure what would be interactive when I started: I gave it a shot.
I was in the lab yesterday and saw my friend animating text and 3D and it did not seem very appetizing. I really regret having to do tedious time-consuming things by hand. If there is ever a procedural way to generate or simulate something I’m willing to try. So I put together this little example.
*UPDATE*
I was able to get the zDepth working by applying simple blur filters to the bitmaps of the BitmapMaterials inside papervision3D. I also added in an input text field so that users could change the text without having to recompile. I have some bigger ideas for this down the road, like sequencing camera tweens between each letter. And exploding a whole paragraph word for word. I had some trouble with making the letter interactive, but it’s always been a bit of a pain to get events working with papervision3D. But for now: I’m happy where it is. The code is extremely well documented and if you have any questions just shoot me a line at : ben.mcchesney@gmail.com
The update source code is located here
I found a lack of resources available to learn cinema 4D’s new camera mapping module, so I played around with it and created a tutorial so that others could see it power and ease of use.
1.Take a picture of a hallway.
a.Hallways are a good starting point for camera mapping, simple geometry to
project onto itʼs essentially 5 cubes: floor, ceiling, left wall, right wall, and the end
of the hallway.





