Archive for the ‘Tutorials’ Category

This Part of the Shaders Tutorial series will show you how to add Phong vshader to either a dae imported object or to a basic primitive.

If you are a novice, it is advised that you follow this tutorial from the initial section that can be found here, which explains how to set up the files and the scene. Otherwise please read on.

For those following on the shaders tutorial series, i will be calling this .as file phongMat

package phongMat {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.text.TextField;
	import flash.text.TextFormat;

	import org.papervision3d.cameras.CameraType;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.PhongMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.primitives.Sphere;
	import org.papervision3d.render.BasicRenderEngine;
	import org.papervision3d.view.BasicView;
	import org.papervision3d.objects.parsers.DAE;
        import org.papervision3d.objects.DisplayObject3D;

	public class phongMat extends Sprite
	{ 

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This tutorial will assume that you have already created your custom video buttons, and allocated them the name of

  • pauseBtn
  • playBtn
  • stopBtn

now to allow the buttons to actualy do something with the current FLV video, we need to link the buttons to some actionscript code in order to do this you must first open up the actions frame dialogue (press F9) and write the following basic lines of code for basic functionality:

//first we must create the Event Handlers
pauseBtn.addEventListener(MouseEvent.CLICK, pauseHandler);
playBtn.addEventListener(MouseEvent.CLICK, playHandler);
stopBtn.addEventListener(MouseEvent.CLICK, stopHandler);

//Changing cursor to hand, so that the user knows that the button can be pushed
pauseBtn.buttonMode = true;
pauseBtn.useHandCursor = true;
playBtn.buttonMode = true;
playBtn.useHandCursor = true;
stopBtn.buttonMode = true;
stopBtn.useHandCursor = true;
//End Changing cursor to hand

//finaly calling the fucntions for each handler event
function pauseHandler(e:MouseEvent):void{
	vid.pause();
}

function playHandler(e:MouseEvent):void{
	vid.play();
}

function stopHandler(e:MouseEvent):void{
	vid.pause(); //pauses video
	vid.seek(0); //resets it to frame 1
}

and that its, very simple and easy – if you need help in understanding how to add custom buttons and converting them to movieclips, then please leave a comment!

This is a tutorial showing how to create a very clean and basic preloader for Flash CS3, using Actionscript 3.

to begin with  we must create our file.

  1. click on File > New or (Ctrl + N)
  2. Select Flash Actionscript3 and click ok
  3. No we must give it a name, so Click File > Save As and give it a name, i called mine preloader
  4. Once this is done we have the ablity to start editing our file

As usual you can set the file size for the document etc from the properties tab, but you can leave the settings as default if you like.

We now must create a new layer and call it actions, now in frame 1 of the actions tab (if you can not see the Actions tab, press F9) and type the following code:

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This Part of the Shaders Tutorial series will show you how to add Flat shader material to either a dae imported object or to a basic primitive.

If you are a novice, it is advised that you follow this tutorial from the initial section that can be found here, which explains how to set up the files and the scene. Otherwise please read on.

For those following on the shaders tutorial series, i will be calling this .as file flatMat

to begin with we must begin the package and import the relevant classes

package flatMat {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.text.TextField;
	import flash.text.TextFormat;

	import org.papervision3d.cameras.CameraType;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
	import org.papervision3d.materials.shadematerials.CellMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.primitives.Sphere;
	import org.papervision3d.render.BasicRenderEngine;
	import org.papervision3d.view.BasicView;

        import org.papervision3d.objects.parsers.DAE;
        import org.papervision3d.objects.DisplayObject3D;

now we must begin the class, and add the variables that we will be using

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This Part of the Shaders Tutorial series will show you how to add Cell shader to either a dae imported object or to a basic primitive.

If you are a novice, it is advised that you follow this tutorial from the initial section that can be found here, which explains how to set up the files and the scene. Otherwise please read on.

For those following on the shaders tutorial series, i will be calling this .as file cellMat

package cellMat{

we then need to import our classes

import flash.display.Sprite;
	import flash.events.Event;
	import flash.text.TextField;
	import flash.text.TextFormat;

	import org.papervision3d.cameras.CameraType;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.CellMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.primitives.Sphere;
	import org.papervision3d.render.BasicRenderEngine;
	import org.papervision3d.view.BasicView;
        import org.papervision3d.objects.parsers.DAE;
        import org.papervision3d.objects.DisplayObject3D;

now we must initiate our class, and set our variables

public class cellMat extends Sprite
	{
		private var view:BasicView;
		private var cell:CellMaterial;
		private var light:PointLight3D;
		private var sphere:Sphere;
		private var angle:Number = new Number(0);

		private var tf:TextField;
		private var format:TextFormat;

		 private var dae:DAE;
                private var daeFile:String;
                private var daeMaterialName:String;

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