Pierre, I'm glad to be helpful. Thanks for your words.
Now, for all, a quick and usefull trick to decrease the files size of your Mesh2Flash contents:
- For the OBJ, try to reduce it more than you can (obviously without lost the correct shape) *
- For the TEXTURE, you know that David save as .png. It's a good image format, but just a little big (file size)
you can quickly cut many Kb just editing the image and the .mtl file. Save the .obj with David and check that the "Save texture coordinates" is active.
After you have an .obj file, a .mtl file and your .png file. Open your favourite photo editing software (I've used Microsoft Paint) and load your .png file.
Save it as .jpg, with same name (don't change the file name). Open the .mtl file as a text file (I've used Microsoft NotePad) and find the name of the texture file.
Delete the ".png" text and replace with ".jpg" text. Save and close.
Now you can test if all is ok just deleting your .png texture and opening the obj into david ShapeFusion. You will see the mesh with the texture.
At the end you can upload the mesh and its texture into the web page, as you already well know.
I've tried this trick with my meshes and with Pierre's leaf. For this leaf image I'm starded with a .png of 826 Kb
and created a .jpg of 120 Kb
These solutions are aimed to a goal: keep the 3D contents in real time fast to load and fast to play (to browse in 3D view).
Hope that you find some usefulness in these infos
To preserve a good quality of 3D browsing: I've tested that on my pc (please see the signature of my messages) the max number of polygons of the mesh mustn't be over 10k.
Just with 15k polys, the mesh (I mean only the obj without any texture) isn't any more fast and easy to navigate (the 3D browsing have a lack of frame rate).