Monday, December 21, 2009
Flash: Webcam motion detection
Using edge detection, thresholding, k-means clustering
http://psalmhundred.net/experiment/webcam/motion/
http://psalmhundred.net/experiment/webcam/motion/
Friday, December 18, 2009
Sunday, December 13, 2009
Plumbing experience - changing fill valve of toilet bowl
It all started with water leak from the back of the toilet bowl. then further investigation proved that the bottom inlet valve where the water enters to fill the toilet bowl after a flush is not functioning after 6 yrs of usage. somehow the water will seep in and water level will go beyond the drainage hole at the back hence the wet toilet floor at the back of the toilet bowl.
so gotta go spend $12 on the new valve to replace the original Fluidmaster. then realise need a bigger plier so spend another $18 to get the big big pliers to unscrew that white plastic nut at the bottom of the valve.
so the procedure can be found on youtube:
now to wait til next day to see if new valve is working fine
Monday, November 02, 2009
Flex: K-means algorithm in AS3
Move mouse within white canvas to collect mouse (x, y) data.
Enter the number of clusters to group the data.
Click "Cluster" to cluster mouse data
Click "Reset" to clear all previous data
url: http://psalmhundred.net/experiment/gesture/GestureApp.html
Enter the number of clusters to group the data.
Click "Cluster" to cluster mouse data
Click "Reset" to clear all previous data
url: http://psalmhundred.net/experiment/gesture/GestureApp.html
Sunday, November 01, 2009
Flash, AIR, ActionScript: File & FileStream
Cannot write to filesystem at File.applicationDirectory
But yet you can write using File.applicationDirectory.nativePath
To serialise an object of a custom class,
1) use flash.net.registerClassAlias( aliasName:String, classObject:Class)
to register the class before writing or reading
2) implement IExternalizable to your custom class
- readExternal(input:IDataInput):void
- writeExternal(output:IDataOutput):void
- Alternatively, you can use public fields in the custom class. But that is not entirely recommended for real world application.
But yet you can write using File.applicationDirectory.nativePath
To serialise an object of a custom class,
1) use flash.net.registerClassAlias( aliasName:String, classObject:Class)
to register the class before writing or reading
2) implement IExternalizable to your custom class
- readExternal(input:IDataInput):void
- writeExternal(output:IDataOutput):void
- Alternatively, you can use public fields in the custom class. But that is not entirely recommended for real world application.
import flash.filesystem.*;
import flash.net.*;
var a:A = new A();
...
...
function write():void{
registerClassAlias("A", A);
fileStream.open(file, FileMode.UPDATE);
fileStream.writeObject(a);
fileStream.close();
}
function read():void{
fileStream.open(file, FileMode.READ);
var o:A = fileStream.readObject() as A;
o.c();
fileStream.close();
}
/********************
class A
********************/
import flash.utils.*;
public class A implements IExternalizable
{
var b:int = 10;
public function c():void{
trace(b);
}
public function readExternal(input:IDataInput):void
{
b = input.readInt();
}
public function writeExternal(output:IDataOutput):void
{
output.writeInt(b);
}
}
Thursday, October 29, 2009
Wii remote libraries
Wiigee - A Java-based gesture recognition library for the Wii remote
Background Tech Info:
http://www.wiigee.org/development/background/background.html
wiiremotej
http://www.world-of-cha0s.hostrocket.com/WiiRemoteJ/
http://www.world-of-cha0s.hostrocket.com/WiiRemoteJ/docs.zip.gz
http://www.wiili.com/forum/wiiremotej-f68.html
Managed library for wii remote
http://www.codeplex.com/WiimoteLib
http://blogs.msdn.com/coding4fun/archive/2007/03/14/1879033.aspx
Background Tech Info:
http://www.wiigee.org/development/background/background.html
wiiremotej
http://www.world-of-cha0s.hostrocket.com/WiiRemoteJ/
http://www.world-of-cha0s.hostrocket.com/WiiRemoteJ/docs.zip.gz
http://www.wiili.com/forum/wiiremotej-f68.html
Managed library for wii remote
http://www.codeplex.com/WiimoteLib
http://blogs.msdn.com/coding4fun/archive/2007/03/14/1879033.aspx
Monday, October 12, 2009
Flash SWF in Flex
Interestingly, got stuck at an application domain issue.
Did a Flex SWC library using Flex builder.
Used the SWC in Flash CS4. no issue. SWF created.
Loaded SWF into a flex mxml app using Loader. the app domain of the loader is different from the app domain of the flex app. had used Application.currentDomain to format the LoaderContext. http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7e07.html
it just doesn't work.
However, the LoaderContext works in Flash CS4. seems that the context is dependent on how the SWF is created. looks like that's the only way, and have to endure without code hinting in flash CS4.
Tried using Flex component library for CS4. still doesn't work.
Did a Flex SWC library using Flex builder.
Used the SWC in Flash CS4. no issue. SWF created.
Loaded SWF into a flex mxml app using Loader. the app domain of the loader is different from the app domain of the flex app. had used Application.currentDomain to format the LoaderContext. http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7e07.html
it just doesn't work.
However, the LoaderContext works in Flash CS4. seems that the context is dependent on how the SWF is created. looks like that's the only way, and have to endure without code hinting in flash CS4.
Tried using Flex component library for CS4. still doesn't work.
Sunday, September 13, 2009
WPF: rendering & timer
strange that there's a 24fps limit even on DispatcherTimer
have to use a thread to force a fast refresh rate
partial code:
bool running = true;
public delegate void updateDelegate();
public Window1(){
Thread t = new Thread(new ThreadStart(Run));
t.Start();
}
void Run()
{
while (running)
{
this.Dispatcher.Invoke(new updateDelegate(update), DispatcherPriority.Normal);
Thread.Sleep(5);
}
Console.WriteLine("ended thread");
}
void Window1_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
running = false;
}
void update()
{
this.InvalidateVisual();
}
have to use a thread to force a fast refresh rate
partial code:
bool running = true;
public delegate void updateDelegate();
public Window1(){
Thread t = new Thread(new ThreadStart(Run));
t.Start();
}
void Run()
{
while (running)
{
this.Dispatcher.Invoke(new updateDelegate(update), DispatcherPriority.Normal);
Thread.Sleep(5);
}
Console.WriteLine("ended thread");
}
void Window1_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
running = false;
}
void update()
{
this.InvalidateVisual();
}
Tuesday, September 08, 2009
maya + python: UI
cubeHt = 2
rgb = [0.5, 0.5, 0.5]
# functions
def updateSlider(*args):
intSlider(slider, value = int(args[0]), e=True);
def updateTxt(*args):
intField(txt, value = int(args[0]), e=True);
def buttonPush(*args):
print(str(args))
n = intField(txt, q=True, value=True)
createCubes(n)
def createCubes(n):
i=0
while(i<n):
names = polyCube();
move((i-n/2)*2, cubeHt, 0, names[0]);
#apply material
sets( names[0], e=True, forceElement=shadingGroup[0] )
i= i+1
def newFile(*args):
init()
def colorUpdate(*args):
rgb = colorSliderGrp(color, q=True, rgb=True)
print(shadingGroup[1])
setAttr(shadingGroup[1]+".diffuse" , rgb[0], rgb[1], rgb[2], type='double3' ) ;
def createMaterials():
# set up ambient occlusion for mental ray
material = shadingNode('mib_illum_lambert', asShader=True)
texture = shadingNode('mib_amb_occlusion', asShader=True)
connectAttr(texture + '.outValue', material + '.ambient', f=True );
# set up shading group, connect material to this group and apply group to cube object
group = sets( renderable=True, empty=True )
connectAttr( material+".outValue", group+".miMaterialShader", force=True)
setAttr(material+".ambience", 0.5, 0.5, 0.5, type='double3' ) ;
setAttr(material+".diffuse" , 0.5, 0.5, 0.5, type='double3' ) ;
result = [group, material, texture]
return result
def createPlane():
names = polyPlane( w=20, h=20)
white = createMaterials()
sets( names[0], e=True, forceElement=white[0] )
def init():
# new file
file(new=True, force=True)
# create a plane
createPlane()
shadingGroup = createMaterials()
init()
result = promptDialog(
title='Welcome',
message='Enter Name:',
button=['OK', 'Cancel'],
defaultButton='OK',
cancelButton='Cancel',
dismissString='Cancel')
if (result == 'OK'):
name = promptDialog(query=True, text=True)
confirmDialog( title='Welcome', message='Welcome, ' + name, button=['OK'] )
# create a window
w = 400
h = 240
win = window( title="Boon's UI", iconName='TBY', widthHeight=(w, h) )
c1 = columnLayout( columnAttach=('both', 5), rowSpacing=5, adjustableColumn=True )
r1 = rowLayout( numberOfColumns=3, parent=c1)
text( label='Number of cubes')
txt = intField(value=1, changeCommand=updateSlider)
slider = intSlider(min=0, max=10, value=1, step=1, changeCommand=updateTxt)
color = colorSliderGrp( parent=c1, label='Color of cube', rgb=(1, 1, 1) ,changeCommand=colorUpdate)
button(parent=c1, label='Create cubes', command=buttonPush )
button(parent=c1, label='New File', command=newFile )
showWindow(win)
Monday, September 07, 2009
Flex: charting
MXML:
AS:
<?xml version="1.0" encoding="utf-8"?>
<mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute">
<mx:Script source="chart.as" />
<mx:LineChart x="62" y="78" id="linechart1" dataProvider="{expenses}">
<mx:horizontalAxis>
<mx:CategoryAxis
dataProvider="{expenses}"
categoryField="Month"
/>
</mx:horizontalAxis>
<mx:series>
<mx:LineSeries displayName="Series 1" yField="Expenses" xField="Month" sortOnXField="true"/>
</mx:series>
</mx:LineChart>
<mx:Legend dataProvider="{linechart1}"/>
</mx:WindowedApplication>
AS:
import mx.collections.*;
[Bindable]
private var expenses:ArrayCollection = new ArrayCollection([
{Month:"January", Profit:2000, Expenses:1500, Amount:450},
{Month:"February", Profit:1000, Expenses:200, Amount:600},
{Month:"March", Profit:1500, Expenses:500, Amount:300},
{Month:"April", Profit:500, Expenses:300, Amount:500},
{Month:"May", Profit:1000, Expenses:450, Amount:250},
{Month:"June", Profit:2000, Expenses:500, Amount:700}
]);
Blogger: CSS not loaded & image upload not working
been getting the following errors:
Message: 'Textbar' is undefined
Line: 202
Char: 5
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Message: Object doesn't support this property or method
Line: 385
Char: 7
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Message: Object expected
Line: 233
Char: 1
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Error: Detect is not defined
Source File: http://www.blogger.com/static/v1/v-app/scripts/2280349093-post.images.js
Line: 214
sigh. search the internet.
strange solution: clear all cache in browser, and add the proxy server setting in the browser.
Message: 'Textbar' is undefined
Line: 202
Char: 5
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Message: Object doesn't support this property or method
Line: 385
Char: 7
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Message: Object expected
Line: 233
Char: 1
Code: 0
URI: http://www.blogger.com/post-create.g?blogID=8001423862883592815
Error: Detect is not defined
Source File: http://www.blogger.com/static/v1/v-app/scripts/2280349093-post.images.js
Line: 214
sigh. search the internet.
strange solution: clear all cache in browser, and add the proxy server setting in the browser.
Sunday, September 06, 2009
maya + python: mental ray nodes
# set up ambient occlusion for mental ray
material = shadingNode('mib_illum_lambert', asShader=True)
texture = shadingNode('mib_amb_occlusion', asShader=True)
connectAttr(texture + '.outValue', material + '.ambient', f=True );
# set up shading group, connect material to this group and apply group to cube object
group = 'mibMaterialGroup'
sets( name=group, renderable=True, empty=True )
connectAttr( material+".outValue", group+".miMaterialShader", force=True)
sets( cube, e=True, forceElement=group )
setAttr(material+".ambience", 0.5, 0.5, 0.5, type='double3' ) ;
setAttr(material+".diffuse" , 0.5, 0.5, 0.5, type='double3' ) ;
material = shadingNode('mib_illum_lambert', asShader=True)
texture = shadingNode('mib_amb_occlusion', asShader=True)
connectAttr(texture + '.outValue', material + '.ambient', f=True );
# set up shading group, connect material to this group and apply group to cube object
group = 'mibMaterialGroup'
sets( name=group, renderable=True, empty=True )
connectAttr( material+".outValue", group+".miMaterialShader", force=True)
sets( cube, e=True, forceElement=group )
setAttr(material+".ambience", 0.5, 0.5, 0.5, type='double3' ) ;
setAttr(material+".diffuse" , 0.5, 0.5, 0.5, type='double3' ) ;
Friday, September 04, 2009
python+maya: animation
from maya.cmds import *
import random
import math
# Delete any existing scene
file(newFile=True, force=True)
names = sphere(r=10)
s = names[0] # object name
# call python script procedure haha() in anim.py module
expression(o=s, s='python("anim.haha()")', ae=True)
playbackOptions( minTime='0sec', maxTime='10sec', loop='continuous')
play( state=True )
viewFit()
# create a function to run every frame
def haha():
x = getAttr(s + ".translateX")
#print(x)
t = currentTime(query=True)
#print(t)
x = 50* math.cos(math.pi * t / 120)
# setAttr(s + ".translateX", x);
setAttr(s + ".translate", x, 0, 0);
Apparently, must Bake Simulation before rendering. no dynamic content when rendering
Edit > Keys > Bake Simulation
Strange. some bug. in Render option > Common > End Frame. if i key in 240, it will reset to 10. but if i key in 100 first, it will accept. and then 240, it will accept. ???
python + maya: lighting
# create ambient light
light = ambientLight(intensity=0.4, softShadow=True, useRayTraceShadows=True)
# Create a directional light
#lightDir = directionalLight(rotation=(45, 30, 15))
lightDir = directionalLight(intensity=0.9, softShadow=True, useRayTraceShadows=True)
rotate(-60, 45, 0, lightDir);
# fit scene in active camera
viewFit();
light = ambientLight(intensity=0.4, softShadow=True, useRayTraceShadows=True)
# Create a directional light
#lightDir = directionalLight(rotation=(45, 30, 15))
lightDir = directionalLight(intensity=0.9, softShadow=True, useRayTraceShadows=True)
rotate(-60, 45, 0, lightDir);
# fit scene in active camera
viewFit();
python + maya: shading
can also use the following commands:
cmds.sets( name='redMaterialGroup', renderable=True, empty=True )
cmds.shadingNode( 'phong', name='redShader', asShader=True )
cmds.setAttr( 'redShader.color', 1, 0, 0, type='double3' )
cmds.surfaceShaderList( 'redShader', add='redMaterialGroup' )
cmds.sets( 'plane1', e=True, forceElement='redMaterialGroup' )
cmds.sets( name='redMaterialGroup', renderable=True, empty=True )
cmds.shadingNode( 'phong', name='redShader', asShader=True )
cmds.setAttr( 'redShader.color', 1, 0, 0, type='double3' )
cmds.surfaceShaderList( 'redShader', add='redMaterialGroup' )
cmds.sets( 'plane1', e=True, forceElement='redMaterialGroup' )
i=0
n = 50
limit = 20
lamb = []
lambSG = []
while i< n:
size = random.uniform(0.1, 5)
names = polyCube(o=True, w=size, h=size, d=size)
k=0
for name in names:
print(str(k) + ": " + name)
k = k + 1
cube = names[0] # object name
node = names[1] # node name
lamb=lamb + [createNode('lambert', n=('lamb' + str(i)))]; # create lambert shader node
lambSG= lambSG + [sets(n='lambSG'+str(i), empty=True, r=True, nss=True )] # create an empty shading group
connectAttr( lamb[i]+".outColor", lambSG[i]+".surfaceShader", force=True) # connect attribute
r = random.uniform(0, 1)
g = random.uniform(0, 1)
b = random.uniform(0, 1)
setAttr(lamb[i]+".color", r, g, b, type='double3' ); # set to random colour
sets(cube, fe=lambSG[i]) # set cube to have the above shading group
move(random.uniform(-limit, limit),
random.uniform(-limit, limit),
random.uniform(-limit, limit), cube, r=True)
i = i+1
Thursday, September 03, 2009
randomise cubes
Wednesday, September 02, 2009
Maya and Python - 1st try
C:\Documents and Settings\{username}\My Documents\maya\{version}\Maya.env
PYTHONPATH="C:\Documents and Settings\{username}\My Documents\maya\scripts"
* for Mac OS, DON'T use double quotes "..."
instead eg.: PYTHONPATH = /Users/username/Documents/maya/scripts
default for Mac OSX: ~/Library/Preferences/Autodesk/maya//scripts
start new hello.py file
put into the "scripts" folder
start maya. open Script Editor window
import hello
(to reload, use reload(hello))
.pyc compiled python also works in the scripts folder
sample py code:
print("hello world");
from maya.cmds import *
file(f=True, new=True); # new file
#select(all=True) # select all objects
#delete(all=True) # delete all objects. not supported anymore. Use "file -f -new;" instead.
# create a polygon cube
# store all names
names = polyCube(ch=True, o=True,w=5.038671,h=3.648038,d=3.788829,cuv=4)
# use for loop to print out the object and node name
#for s in names:
# print(s);
cube = names[0]
print(cube)
move(10, 0, 0, cube, r=True) # move (10, 0, 0), note that the order of arguments is different from MEL
just realised from the maya help doc:
"Objects and arguments are passed to commands as they would be in MEL, but they must be passed in the following order:
command arguments object flags/named arguments
This is different from MEL where the ordering requires that objects appear at the end of the argument list. However, Python requires that named arguments come after all other arguments."
eg.: move(10, 0, 0, cube, r=True) # python
MEL: move -r 10 0 0 cube
&
"Maya Python implementation requires you to assign a boolean argument to those flags that do not normally take any arguments."
eg.: file(f=True, new=True); # python
MEL: file -f -new
save the following python script on shelf:
import hello
reload(hello)
Script Editor > File > Save Script to Shelf...
this will facilitate easier execution of the hello.py script
PYTHONPATH="C:\Documents and Settings\{username}\My Documents\maya\scripts"
* for Mac OS, DON'T use double quotes "..."
instead eg.: PYTHONPATH = /Users/username/Documents/maya/scripts
default for Mac OSX: ~/Library/Preferences/Autodesk/maya/
start new hello.py file
put into the "scripts" folder
start maya. open Script Editor window
import hello
(to reload, use reload(hello))
.pyc compiled python also works in the scripts folder
sample py code:
print("hello world");
from maya.cmds import *
file(f=True, new=True); # new file
#select(all=True) # select all objects
#delete(all=True) # delete all objects. not supported anymore. Use "file -f -new;" instead.
# create a polygon cube
# store all names
names = polyCube(ch=True, o=True,w=5.038671,h=3.648038,d=3.788829,cuv=4)
# use for loop to print out the object and node name
#for s in names:
# print(s);
cube = names[0]
print(cube)
move(10, 0, 0, cube, r=True) # move (10, 0, 0), note that the order of arguments is different from MEL
just realised from the maya help doc:
"Objects and arguments are passed to commands as they would be in MEL, but they must be passed in the following order:
command arguments object flags/named arguments
This is different from MEL where the ordering requires that objects appear at the end of the argument list. However, Python requires that named arguments come after all other arguments."
eg.: move(10, 0, 0, cube, r=True) # python
MEL: move -r 10 0 0 cube
&
"Maya Python implementation requires you to assign a boolean argument to those flags that do not normally take any arguments."
eg.: file(f=True, new=True); # python
MEL: file -f -new
save the following python script on shelf:
import hello
reload(hello)
Script Editor > File > Save Script to Shelf...
this will facilitate easier execution of the hello.py script
Tuesday, August 25, 2009
1st try at Python
# for comments
variables. easy.
concatenating strings a bit more troublesome.
eg.:
i = 1.23
s = "hello"
a = s + i
will give error
have to convert to string
a = s + str(i)
b = True
b = not b #store False. same as b = !b
if-else conditions
while loop still ok. but must get used to the : at the back
eg.:
for loop v different.
functions
eg.:
classes and objects
modules
save into separate .py files
and then import
using import hello (if module is hello.py)
or use from hello import *
variables. easy.
concatenating strings a bit more troublesome.
eg.:
i = 1.23
s = "hello"
a = s + i
will give error
have to convert to string
a = s + str(i)
b = True
b = not b #store False. same as b = !b
if-else conditions
>>> if x < 0: ... x = 0 ... print 'Negative changed to zero' ... elif x == 0: ... print 'Zero' ... elif x == 1: ... print 'Single' ... else: ... print 'More' ...
while loop still ok. but must get used to the : at the back
eg.:
i = 0 while i<= 10: # : is equivalent of starting a curly brace { print i # identation used to indicate within while loop i = i + 1 # what happened to ++, --?!
for loop v different.
>>> # Measure some strings: ... a = ['cat', 'window', 'defenestrate'] >>> for x in a: ... print x, len(x)
OR
for i in range(10): print i # print 0, 1, 2,..., 9
functions
eg.:
def functionName(): print "running in function"
classes and objects
class MyClass: property = 1 # static variable
self.myVar = "hello" # instance variable def __init__(self, p): # contructor, self = this self.property = p def method1(self): # note the need for self, even with no arguments/parameters print "running method"
@staticmethod def staticMethod2(args, arg2): print "call me by classname, eg.: MyClass.staticMethod2(1,2)" x = MyClass() # instantiate print x.property x.method1() class DerivedClass(MyClass): # inheritance newProperty = 2 class SubSubClass(Class1, Class2, Class3): # multiple inheritance supported # fields & methods
modules
save into separate .py files
and then import
using import hello (if module is hello.py)
or use from hello import *
Thursday, August 06, 2009
Flash 10: Matrix3D
rawData is set as column major order
hence, gotta transpose to row major
var v:Vector.<Number> = Vector.<Number>(
[1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16]);
var m:Matrix3D = new Matrix3D();
m.rawData = v;
/*
matrix is stored as
[1, 5, 9, 13]
[2, 6, 10, 14]
[3, 7, 11, 15]
[4, 8, 12, 16]
*/
m.transpose();
/*
matrix is stored as
[1, 2, 3, 4]
[5, 6, 7, 8]
[9, 10, 11, 12]
[13, 14, 15, 16]
*/
hence, gotta transpose to row major
var v:Vector.<Number> = Vector.<Number>(
[1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16]);
var m:Matrix3D = new Matrix3D();
m.rawData = v;
/*
matrix is stored as
[1, 5, 9, 13]
[2, 6, 10, 14]
[3, 7, 11, 15]
[4, 8, 12, 16]
*/
m.transpose();
/*
matrix is stored as
[1, 2, 3, 4]
[5, 6, 7, 8]
[9, 10, 11, 12]
[13, 14, 15, 16]
*/
Monday, June 08, 2009
Thursday, June 04, 2009
Using Flex Library SWC with Flash CS3 FLA
Useful link: http://www.timwalling.com/2007/10/22/compiling-flash-cs3-compatible-swcs-with-flex/
It works.
1) manifest.xml
eg.:
<?xml version="1.0" encoding="utf-8"?>
<componentPackage>
<component id="OOPMLibrary" class="com.boon.OOPM" />
</componentPackage>
1b) Flex Library Compiler > Fill in Namespace URL and Manifest File
2) Compiler arguments: -compute-digest=false
3) put in the folder (WinXP): C:\Documents and Settings\{username}\Local Settings\Application Data\Adobe\Flash CS3\en\Configuration\Components
4) Flash CS3 > Components Panel > Reload (Menu)
It works.
1) manifest.xml
eg.:
<?xml version="1.0" encoding="utf-8"?>
<componentPackage>
<component id="OOPMLibrary" class="com.boon.OOPM" />
</componentPackage>
1b) Flex Library Compiler > Fill in Namespace URL and Manifest File
2) Compiler arguments: -compute-digest=false
3) put in the folder (WinXP): C:\Documents and Settings\{username}\Local Settings\Application Data\Adobe\Flash CS3\en\Configuration\Components
4) Flash CS3 > Components Panel > Reload (Menu)
Wednesday, May 20, 2009
Fireworks effect
Created a fireworks effect component.
FLA: fireworks_cs3.fla
Drag the fireworks component from the library to the Stage.
Modify the component parameters from the Component Inspector Panel. play around with different values for different effect.
parameters:
- burstVelMin/Max : min and max speed of the particles when fireworks explode. randomise. higher, faster
- colour: colour of fireworks
- drag: how fast the particles will slow down. lower number, slow down faster
- gravity: how fast the particle will fall downward. higher number, faster the drop
- numFramesToBurst: number of frames before the fireworks explode
- numParticles: number of particles when the the fireworks explode
- particleLifeSpan: number of frames before particles will disappear
- particleSizeGrowth: how fast the size of the particle will grow. higher number, bigger the growth
- trailDecay: how fast the trail will disappear. higher number, faster
- vx / vy: starting speed in x and y direction
FLA: fireworks_cs3.fla
Drag the fireworks component from the library to the Stage.
Modify the component parameters from the Component Inspector Panel. play around with different values for different effect.
parameters:
- burstVelMin/Max : min and max speed of the particles when fireworks explode. randomise. higher, faster
- colour: colour of fireworks
- drag: how fast the particles will slow down. lower number, slow down faster
- gravity: how fast the particle will fall downward. higher number, faster the drop
- numFramesToBurst: number of frames before the fireworks explode
- numParticles: number of particles when the the fireworks explode
- particleLifeSpan: number of frames before particles will disappear
- particleSizeGrowth: how fast the size of the particle will grow. higher number, bigger the growth
- trailDecay: how fast the trail will disappear. higher number, faster
- vx / vy: starting speed in x and y direction
Saturday, March 28, 2009
Wednesday, March 18, 2009
Tuesday, February 17, 2009
Flash webcam tracking experiment
Used the same logic in Touchless SDK. port it into Flash. tracking using colour histogram.
Use the mouse to drag and select an object to track.
Use the mouse to drag and select an object to track.
Monday, January 26, 2009
Flash 10, 3D and BSP Tree
Used a Binary Space Partitioning (BSP) Tree to sort the order of the triangles to be drawn on the screen using Flash 10 3D API.
http://psalmhundred.net/experiment/flash3d/coffee_table_bsp/
BSP Tree Component: BSPTree.swc
Updated BSPTree.swc: 01 Feb 2009. Resolved some bugs.
02 Feb 2009. optimised code
24 Feb 2009. changed code. using timer-based instead of loops to add triangles to tree nodes. to avoid script timeout limit.
1) Import package
import dmp.*;
2) Create a BSPTree object
var tree:BSPTree = new BSPTree();
3) Add the vertices and uvt data of the model
tree.add(vertices, uvt);
4) Sort by model composite transform or by camera location
tree.sortByModelTransform(compositeM, outVertices, outUVT);
OR
tree.sortByCameraLoc(cameraLoc, outVertices, outUVT);
5) Transform & project outVertices and outUVT to draw model
Source:
BSP Tree library
BSP Tree sample program
http://psalmhundred.net/experiment/flash3d/coffee_table_bsp/
BSP Tree Component: BSPTree.swc
Updated BSPTree.swc: 01 Feb 2009. Resolved some bugs.
02 Feb 2009. optimised code
24 Feb 2009. changed code. using timer-based instead of loops to add triangles to tree nodes. to avoid script timeout limit.
1) Import package
import dmp.*;
2) Create a BSPTree object
var tree:BSPTree = new BSPTree();
3) Add the vertices and uvt data of the model
tree.add(vertices, uvt);
4) Sort by model composite transform or by camera location
tree.sortByModelTransform(compositeM, outVertices, outUVT);
OR
tree.sortByCameraLoc(cameraLoc, outVertices, outUVT);
5) Transform & project outVertices and outUVT to draw model
Source:
BSP Tree library
BSP Tree sample program
Tuesday, January 20, 2009
Security Error 2148: while loading XML
http://adobeflash.wordpress.com/2007/01/13/error-2148-loading-xml-with-flex2-security-error/
adding the "-use-network=false" argument works in Flex Builder.
hmmm. strange. sometimes, it works without adding the argument.
adding the "-use-network=false" argument works in Flex Builder.
hmmm. strange. sometimes, it works without adding the argument.
Monday, January 19, 2009
OBJ to DMP format
A convertor I wrote using Actionscript 3.0 and Flex to convert from OBJ to a custom XML format i used for my students' assignment
link to OBJ format: http://en.wikipedia.org/wiki/Obj
Export from 3D tools, eg.: Maya, to OBJ format
Open the OBJ file in a text editor, eg.: Notepad. Copy and paste the data into this application. Enter the texture filename. and click "Convert"
link to OBJ format: http://en.wikipedia.org/wiki/Obj
Export from 3D tools, eg.: Maya, to OBJ format
Open the OBJ file in a text editor, eg.: Notepad. Copy and paste the data into this application. Enter the texture filename. and click "Convert"
Tuesday, January 06, 2009
3D in Flash 10
Loaded a COLLADA model from an external DAE file.
Use cursor keys, W,A,S,D and the mouse to manipulate the model.
Flash 10 player required. http://get.adobe.com/flashplayer/
Applied simple clipping, sorting of triangles.
Frame rate will drop when number of triangles is about 1K+.
http://psalmhundred.net/experiment/flash3d/TrianglesApp.html
Use cursor keys, W,A,S,D and the mouse to manipulate the model.
Flash 10 player required. http://get.adobe.com/flashplayer/
Applied simple clipping, sorting of triangles.
Frame rate will drop when number of triangles is about 1K+.
http://psalmhundred.net/experiment/flash3d/TrianglesApp.html
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