The last workshop was a great success and I promised we would make it a regular thing if people were interested. So here we are again for a new workshop!
This new workshop will be an “Introduction to Minko Studio”. This workshop will teach you the basics of Minko Studio:
– how the 3D assets workflow works
– how to import 3D assets
– what are the constraints: what is supported, what is not and why
– how to build you first 3D scene: move, rotate, scale objects, simple material edition
– how to load 3D scenes in your application
– how to script the loaded 3D scenes with ActionScript 3
This new workshop will take place the 26th of July in Paris and is free for professional services subscribers.
Please feel free to ask there any question you might have about Minko 2 and the new features! You can also read this thread. It contains a lot of technical questions/answers about how the framework works and what it provides.
Long time no see! As you can imagine I’m quite busy with Minko and Flash 11 stuff right now. Still, I would like to introduce some related work. Do you know Nao?
Nao is a quite impressive humanoïd robot. It has a lot of features, from text-to-speech to face recognition. And of course, it can walk and look around… seeing it in action is actually completely amazing! As I introduced Aerys‘ work to Aldebaran, they asked me to work on an ActionScript 3.0 wrapper for Nao’s remote APIs as a part of a bigger project I will speak about soon. Technical details and code samples after the jump…
Start In Paris is a monthly event enabling 5 startups to present their work to the IT community in Paris, France.
Aerys is very close to be selected for the next session that will take place the 20th of May. There are still 15 startups in competition and only 5 of them will make it to the stage! But you can help by voting for us. It simple and it takes only 5 minutes:
The above video demonstrates what Minko is capable of:
This application simple car customizer was created using Minko, a new 3D engine targeting the Adobe Flash Platform. The exhibited car is a Citroën DS3 with more than 150 000 polygons. It is rendered with dynamic lighting and reflection effects (use arrow keys to move the light, see the “Controls” section for more details). The car is made of close to 400 different objects (wheels, buttons, lights, …).
This application uses:
a 3DS file parser
a high polygon car model, with close to 400 different objects
dynamic Phong lighting with specular effect
reflection effect with dynamic spherical environment mapping
lighting/reflection blending using multipass
multiple cameras in a single scene (inside/outside the car)
I was at “Retour de MAX” (“Back from MAX”) 2010 – an Adobe France event – to present Molehill, the new 3D API for the Flash Platform, alongside Adobe’s web consultant David Deraedt. The goal was to present the technical details about Molehill and the pros and cons of the API. We also wanted to demonstrate how Minko, our 3D engine, adds all the features Flash developers might expect when dealing with 3D.
We also presented a worldwide premiere demonstration of the new Flash 3D capabilities right in the browser (Internet Explorer 8 in this case). This experiment follows my work on rendering Quake 2 environments with Flash 10 using Minko. Of course, the new Molehill 3D API and the next version of Minko built on top of it makes this kind of work a lot easier. For this demonstration, we chose to present a Quake 3 environment viewer using HD textures provided by the ioquake3 project. Here are some screenshots (more screenshots on the Aerys website):
Here is the very first video (in French) of the Aerys team during the Adobe AIR 24H Challenge that took place last week. The first half of the video was shot only 2 hours after the begining of the contest. The 2nd half was shot only a few hours before the end of the event…
That’s it! The challenge is on, every challenger knows his opponents… In 8 days, we will unleash Minko and our secret project to conquer the world… or at least the Flash platform!
In the meantime, we need you! YES, YOU! Our team needs supporters, and you can help up by simply clicking on the above picture or here. You will then be asked to log into your Facebook account to show just how much you love us and you want us to win!
Thank you all for your help. I just want you to know we are setting up for a great show!
I’m really excited to announce Minko (which is, by the way, the final name for my 3D library) has reached a new level: pixel shader integration! Pixel shaders are little programs that run on each pixel and can modify their final color. They are often written in C-like languages and in this precise case we use Pixel Bender, the shader language introduced with Flash 10.
In this post I will:
Explain how any 3D scene is built when using Minko
Explain how pixel shaders are integrated in the 3D scene
Explain how pixel shaders are built using Pixel Bender
Show you a very simple demo of the kind of effects pixel shaders will provide