Introduction to SEA3D 1.5

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2nd May 2013 - 07:41:21 PM
Introduction

Since the beginning of the year we are working on this new version, over a year of development of the SEA3D we learned many things that we could only do by creating a new file structure, especially regarding sharing of assets and load performance.

File Struct 2.0 (new struct)

* Faster to load and reduced file size
* Direct Mesh Loader (no parse in runtime)
* Limit of vertices extended of 65 thousand to 4 billion
* Index or named references with real file formats (allows splitting SEA3D in multiple files)

What's new in SEA3D 1.5

Bake and Native Textures

You can export textures that are not compatible with SEA3D as PSD including native textures of 3ds Max as Noise and Gradient. You turn on the Render all objects all bakes are created automatically in the export.


To LightMap and Ambient Occlusion it automatically created a new layer or had worn one already exists in your new bake.


You can also do this with a isolated selection clicking in Bake Select.

ATF Textures with SEA3D Tools (convert your textures for ATF and ATF Cube Mapping)

ATF texture of Adobe greatly reduces the use of video memory and physical memory, we created a tool to convert JPEG, PNG and Cube Map to ATF textures preserving the opacity and mipmaps of high quality, thus making the project with more quality and performace for Flash Player.


Sprite3D

Very useful for bright objects or 2.5D games directly from 3ds Max.

How to Create
In SEA3D Exporter browse to Sprite tab click on the button Sprite3D and a new SEA3D Sprite will be created.


New Instancing Technology (instancing every repeated object automatically)

Absolutely everything in SEA3D is shared and for this to become a powerful tool is automatically shared.

In other words if you copied two objects with the same geometry over not instantiated, SEA3D will create an instance automatically, both for animation, textures, materials, attributes and any other object.


New Morph Engine for GPU/CPU (+1000 Morph Slot)

Exporting multiple morph becomes a reality that takes up little size and high performance with the new changes. Using GPU or CPU with more than 1.000 slots, including Skin+Morph to create animated character with Morph.

Morph GPU supports over 1000 slots but only two weight nonzero at a time, Morph CPU there are no limits.

See an example of Skin+Morph by Orange Suzuki: http://orange-suzuki.com/labs/sea3d/morph/

Ansyn Texture Loader

How Flash Player loads the bitmaps asynchronously create some new classes for this you possible with Textures including Cube Mapping, this make the file loading faster on SEA3D.

Layered Texture (for multiples uv channels)

Is no longer necessary to to put specific names to create Light Map and Detail Map. You can then use alternate maps with 26 blending type using the Mapping Channel 1/2 on textures and masks.

New Interpolation Engine (faster with on/off interpolation)

The new interpolation system includes an improved internal performace, the resources as well (disable interpolation) to create UV's with animated frames.

Animation Range by Custom Sequences

Now all the animation will have a different Animation Range based on sequences defined by the user, this can be very useful for objects with different timeline and also in complex scenes.

Cube Mapping

We created an intuitive way to create Cube Mapping in 3ds Max, simply create a Composite Layers named textures referring to a cube, for example: Left, Right, Bottom, Top, Front and Back.


This includes some examples of Cube Mapping for download below.

Force Animation (exporty animation of the objects not exported)


Custom Framerate

Besides different timeline you too will be able to add a different frame rate for any object type, just add one SEA3D Tag in a Mesh and this feature is already available.


TurboSmooth/MeshSmooth (automatic conversion to mesh)

In SEA3D is no longer necessary to attach objects into one or convert to Editable Mesh, this whole process is done automatically.
You can also use TurboSmooth/MeshSmooth in their animations, but remember that this is an offline process the mesh will be exported with a larger number of vertices.

SEA3D Studio and WebGL when we will have news?

Until the month of July we will be bringing you our first version of SEA3D Studio and WebGL, we also have a new portal of shared assets for creating games. We will be posting news as soon as possible.

Example by Loth: Press C to free move.

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Download

SEA3D 1.5.0.2
https://github.com/sunag/sea3d

SEA3D Tools 1.0.2
http://sea3d.poonya.com/tools/

SEA3D Player 1.5.0.2
http://sea3d.poonya.com/player/

New features of the SEA3D are available in the messages below.

Hope you enjoy.
8th May 2013 - 01:30:59 PM
Always great news as usual! Thank you guys! I have no patience to see it in action!
23rd May 2013 - 09:41:46 AM
Great works!
Thanks!
27th May 2013 - 09:35:09 AM
Congratulations! :D
28th May 2013 - 06:29:56 AM
thanks
Congratulations!
29th May 2013 - 12:02:41 AM
Perfect! I just cannot find the Cube map example to see the composite material structure. I've tried to recreate it regarding the description above but the folowing error occured "More than 4 layers is not supported!" at flash runtime.
29th May 2013 - 07:01:35 AM
Hi friends.

Kalinm, Dottob, Flamaster and Tom, Thank you very much for the comments.

In the 3ds Max file Examples 1.5.0.zip find the file ReflectShader+Environment.max are including some examples of Cube Map.

https://github.com/sunag/sea3d/tree/gh-pages/Examples/Design/3dsMax

It is necessary to keep the names of the faces and put on compatible slot like Reflection and Refraction.

Cheers.
5th June 2013 - 06:52:30 AM
Update - SEA3D 1.5.0.1

This is the first approach of sharing assets with SEA3D 1.5. Recommend knowing the file extensions of SEA3D, this can help do not put unnecessary files in your file .sea.

https://code.google.com/p/sea3d/wiki/File_Extensions

Sharing of Morphs

To share only the morphs is necessary that only it is enabled, as shown in the image below.


Recommended output.

* .mph = Geometry morphs.




Sharing of Character Animations

With this configuration you will be able to export only the character animations and include in the current character. It can be quite useful if using with the Sequence Editor.

Clicking in Force Animation Export it will export all the animations, including the not-enabled as Geometry.


You can disable a sequence or create a new as shown in image below.


Recommended output.

* .skl = Skeleton (initial bones / bind position).
* .seq = Animation sequences, includes name, start, end and others.
* .skla = Skeleton animation (bones animation).

.skla requires both .skl and .seq formats.




Joint Object

Joint Object allows you to attach objects in the bones of the characters directly from 3ds Max. This is an example of a hat included in the list of examples of SEA3D.




Fixes

* SEA3D | SEA3D Lite - Morph CPU for non-dynamic mesh objects
* SEA3D Exporter - Smoothing Group using Skin (incorrect normals in some models)
* SEA3D Exporter - (Bake Select) Show errors and warnings.
* SEA3D Sequence Editor - Code refactoring. Attention: This is not compatible with previous versions, use the version attached to view the old sequences.
* Other minor fixes.

All the content and examples for download are the link of first message.

Hope you enjoy.
SEA3DSequenceEditor-old.zip - 2.42 kB

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