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  1. #1

    Default Modeling vegetation

    I made downloaded a bunch of plant and flower models to use in my game scene.
    There's probably about 30 models altogether. The problem is after adding them,
    my movie now runs a lot slower. I assume this is because of all the polygons
    to make the leaves and such for the plants. Does anyone know any good
    tutorials for making trees, shrubs, plants, etc. that look halfway decent, but
    won't slow down Director too much? Thanks for any input on this!

    extol Guest

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  3. #2

    Default Re: Modeling vegetation

    Hi Extol,

    If you have polygons that make up the leaves of your trees, I'd imagine you'd
    have millions of faces in your 3D member.
    Yes, that would slow things down dramatically.

    My recomendation would be to use a rendered output of each tree (from 3D MAX
    for example) and apply each to a number of planes.
    You therefore will only have 2 faces per tree.
    As you move the camera around you'd need to make sure the trees are pointing
    towards it.

    As I'm such a nice guy, I've quickly rendered you two trees from 3DS MAX and
    placed them on my website for you to download:
    [url]www.the-mindseye.co.uk/download/trees.zip[/url]

    You might want to scale down the images, depending on how far the trees are
    from the camera

    Good Luck,
    Trevor

    [url]www.the-mindseye.co.uk[/url]

    The Minds Eye Guest

  4. #3

    Default Re: Modeling vegetation

    You are beyond nice! Thank you for the trees and the suggestion. I will definitely try that method. Thanks again!
    extol Guest

  5. #4

    Default Re: Modeling vegetation

    Hi Extol,

    I've created a very simple Director movie for you download:
    [url]http://www.the-mindseye.co.uk/download/3D[/url] trees.zip

    It generates 200 3D trees as it starts up.

    Regards,
    Trevor

    [url]http://www.the-mindseye.co.uk[/url]

    The Minds Eye Guest

  6. #5

    Default Re: Modeling vegetation

    Thanks a ton! That helped out a lot. I am still having one problem. I want
    to put the trees into my 3d scene that I exported from 3ds Max. But now the
    trees are facing the wrong way (and rotate wrong). I tried changing the
    pointAtOrientation, but could not figure out how to make it match the angle of
    my scene. Is there a way to make the tree models have the same directions for
    up, right, forward, etc. as my perspective view from 3d s max?

    extol Guest

  7. #6

    Default Re: Modeling vegetation

    you can use optimize or multires on your trees in max to bring the polygon
    count down and export the trees. as for as the camera. make a camera in max
    and do the rotations in max and export that. it wont show in the preview but
    it is there. use 3dpi and you should find it easy enough. keep in mind 3d is a
    visual medium not a programming one. all the work should be done in the 3d
    authoring environment. that will save you a lot of time

    here is 3d scene that would have been impossible if I tried to program it in

    a very simple test scene, note the camera work, does not use any video
    textures standard textures meant to look like a game

    [url]http://www.bleed3d.com/tree%20path%206.htm[/url]


    tyree_2 Guest

  8. #7

    Default Re: Modeling vegetation

    Thanks for your reply, tyree_2. I will try exporting as you suggested. As for
    the rotation, I'm not trying to do an animation, scene, or pan or anything. I
    had a plane with a tree image that would rotate to always be facing the player.
    It looks very decent and is very fast because it only has a couple faces. I
    can do it with a blank 3d scene, but when I try to put them in my 3d scene, the
    angles get messed up.

    extol Guest

  9. #8

    Default Re: Modeling vegetation

    may be because there is more than one object and they each have a different
    rotation on them. x one object isnt the same as x on another. again if you use
    a camera in max doing the motion you want and export that. you wouldnt have to
    be concerned with the different values of each objects rotation

    tyree_2 Guest

  10. #9

    Default Re: Modeling vegetation

    Maybe I'm misunderstanding you, but I don't see how I can know the motion I
    want. The camera follows the player. So I can't tell which ways they are
    going to go. The method that The Mind's Eye gave me works, it's just
    misaligned with my view.

    extol Guest

  11. #10

    Default Re: Modeling vegetation

    Hi Extol,
    The problem you are encountering is because of different coordinate systems of
    3ds max and Shockwave 3D. In the default 3ds max perspective window, Z points
    up, X goes to the right, and Y points into the screen. In Shockwave 3D this
    view corresponds to a coordinate system where Y is up, X goes to the right, and
    -Z points into the screen.
    Maybe you can rotate all your objects in max before you export to w3d?

    Regards,
    Trevor

    [url]http://http://www.the-mindseye.co.uk[/url]

    The Minds Eye Guest

  12. #11

    Default Re: Modeling vegetation

    Thanks for the info! I figured out how to solve the problem. I put an
    up-vector in the pointAt() property for each tree. Like this:

    theTree.pointAt(camLoc, vector(0, 0, 1))

    Now it has the right angles because it is using Z as it's up. Thanks for all
    your help guys!

    extol Guest

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