Hello, i want to import a 3d model made using a programm like maya, blender etc in flash.I have studied away3d and papervision3d so i know the basics of 3d like view, scene, camera, light, primitives, rotaion etc.
I want to import the enviroment, and then the game characters.I also wantto make the character animations(char move and skill antmations). I dont know if i can do all of these using flash so im waiting for your answer ![]()
Yes, you can build an entire 3d game in Flash and there's tons that already exist, including full scale MMOs in progress. There's no magic about Away3D, Alternativa3DPlatform, Flare3D, Starling, etc. They're a lot of sweat equity by companies who directly use the Stage3D API to make your life easier. You can build those frameworks yourself, including the physics engines. No magic, just knowledge and time spent.
No, you do not need Flash Builder either. You can do it using Flash Pro (the hard way) or grab something free if Flash Builder is out of reach for you, like eclipse+FDT (Flash Builder is built on eclipse). You will just have a harder time building your game, translating the tutorials from FB to E+FDT or FP. Most serious developers know how important both 3D and FB are which is why most tutorials involve that software.
That's fully possible and with certain frameworks and 3d software, pretty easy too. In a few dozen lines of code using Flare3D I was able to import a 3d model and access each part via the name I assigned in 3dsmax (exporting to f3d format using the plugin). I could then easily rotate/move/etc all the parts of the model. Framework to framework you'll have different options and certain things will be varying degrees of difficulty. Flare3D isn't free but it made it really simple to let me click a certain 3d object and start an animation I created in Max as well as individually control models.
That is faux 3d. It's a nice effort but overall it's CPU-bound. Stage3D is true GPU and utilizes real models via AGAL mini. It's up to the task you need with true 3d, shaders, etc. Definitely discard Papervision at this point if you're looking for true 3D. The feature set is limited in comparison to something like Direct3D but what you can do with it is still amazing considering the install base of Flash Player and the ability to deploy your true 3D interactive, real-time rendered content with no extra plugins.
Stage3D is an API built into Flash Player 11+:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/fla sh/display/Stage3D.html
Here is an explaination of it and links to several frameworks that do all the hard work for you (some free, some commercial, etc):
http://www.adobe.com/devnet/flashplayer/stage3d.html
There's plenty of showcase examples there. Stage3D will be a huge part of Flash's future. Starting now would be good. There is no more need for papervision-esque faux 3d engines.
Combining all objects into a single project has multiple approaches. You can combine all the objects into a single 3d scene in your 3d software, naming objects and accessing them via that (in certain frameworks linked above). You can export 3d objects separately and load them only when needed as well. You can do a combination of both and load subsets of 3d objects in different scenes and load a bunch at the same time of a certain type. Basically there is no answer to your question. Just like you can break up assets for a typical Flash experience in many ways, loading images/audio/video externally, internally embedding or dynamically generating. There's no 1 best way to skin a cat but if there was I'd say export all objects separately and load as needed if they're small enough.
Your Flex SDK differs from your AIR SDK but as a general rule you should always use the latest version of a SDK. 4.0 is pretty old. You missed the big move to 4.5 and the upgrade to 4.6. I see no reason not to move to 4.6 which has a lot of spark optimizations for mobile components.
Flex is useful if you're going to use components and the view architecture to make an interface that wraps around your 3d content but if you're not going to have a lot of interface around your 3d content there's no reason to use MXML on a 3d-heavy project. Just use an ActionScript project and then you can use Stage3D components like FeathersUI.
Unless 3D is a small modular part of your project you might want to train yourself to think of using one context or the other. If you're using 3D, try to stay in that world. Make your interface there as well. Anything you can do to stay on the GPU will render bountiful performance gains, albeit it's an entirely different way to develop.
Latest Flex:
http://www.adobe.com/devnet/flex/flex-sdk-download.html
Latest AIR (updated 1/8, new):
http://www.adobe.com/devnet/air/air-sdk-download.html
Latest Flash Player (updated 1/8, new):
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