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	<title>Blue Flex &#187; matrix</title>
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	<description>Flex with a hint of cool</description>
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		<title>Flex / Flash 10 3D examples</title>
		<link>http://kennethsutherland.com/2009/04/01/flex-3-flash-10-3d-examples/</link>
		<comments>http://kennethsutherland.com/2009/04/01/flex-3-flash-10-3d-examples/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 15:13:17 +0000</pubDate>
		<dc:creator>Kenneth</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[flash 10]]></category>
		<category><![CDATA[Flex 3]]></category>
		<category><![CDATA[matrix]]></category>
		<category><![CDATA[rotation]]></category>
		<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://kennethsutherland.com/?p=52</guid>
		<description><![CDATA[A few examples using some of the new 3D features in the flash 10 player.]]></description>
			<content:encoded><![CDATA[<p>I’ve been doing a bit of R&amp;D around the new 3D features in flash 10 for my work recently and seeing as there is very little info/tutorials out there on the subject I thought I’d add what I’ve found out.</p>
<p>Firstly I’ll just post some of the examples I’ve done and I’ll create a step by step guide next.</p>
<p>Example 1 is a simple VBox that rotates on its Z-axis (if you try to just rotate a container or similar in flex 3 it will rotate around the registration point, which isn’t exactly very useful in most circumstances). So you have to use the new Matrix3D class.<br />
Should you come across this post before I create the tutorial, key points to note<br />
You must translate the object in reference to its parent container<br />
Take a copy of its 3D matrix before you do anything, then only apply transformations on that matrix.</p>
<p><a title="Container Rotation" href="http://kennethsutherland.com/flex/theCube/RotateContainer.html" target="_blank"><img class="aligncenter" title="Rotation of a container" src="/flex/theCube/example1.jpg" alt="" width="500" height="472" /></a></p>
<p>Example 2, the obligatory spinning cube without textures.</p>
<p><a title="Wireframe 3D cube" href="http://kennethsutherland.com/flex/theCube/TheCubeWire.html" target="_blank"><img class="aligncenter" title="wireframe cube" src="/flex/theCube/example2.jpg" alt="" width="386" height="351" /></a></p>
<p>Example 3, the obligatory spinning cube with textures.  Again if you’re looking at this before I do a tutorial on the subject take note<br />
You must add 24 vertexes (4 for each side) for the bitmap textures to map properly using the uvt data. This caught me out for ages as a cube really has 8 vertexes and I was reusing the same points when building the cube!</p>
<p> </p>
<p><a title="3D textured cube" href="http://kennethsutherland.com/flex/theCube/TheCube.html" target="_blank"><img class="aligncenter" title="Textured 3D cube" src="/flex/theCube/example3.jpg" alt="" width="400" height="410" /></a></p>
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