Yes, on www.away3d.com/wiki

Why ? Because the official documentation sends you to this page.
Is this the official doc http://away3d.com/livedocs/fp10/Away3DLite/ ?

I couldnt find instruction for Wiki editing, just asking a password
when trying to access it.

Here is the page where instructions are supposed to be
http://away3d.com/away3d-wiki

And here is the page with password and ""The Registration"".
http://away3d.com/wiki/pmwiki.php?n=Main.HomePage?action=edit


Could you give me a password to edit Wiki or its left blank
intentionally ?


About AWD -

As I know all the parsers generate AS(ActionScript) from AWD. I can
understand that animation can be extracted by frames, but for static
models it is not possible, only full box extracting to AS.
And generating AS from AWD takes a lot of processor time in runtime,
as generating AS from any other external format.
Is it right ?

I have the source for 3Ds Max parser plug-in.
If you give me the specifications I could make an external plug-in
parser for 3Ds Max. And later we can check the UVW for all the
parsers.






On Feb 20, 3:20 pm, richardolsson <[email protected]> wrote:
> @Arkadianen:
> What wiki are you referring to? The one on Google code, or the one 
> atwww.away3d.com/wiki?The latter has instructions on the home page for
> how to edit it. None of them are really used to any great extent
> though, and that's one of the issues that we can focus on addressing
> in some way once Away4 is out.
>
> Exporting data as ActionScript works great as long as that data is
> fairly uncomplicated. As complexity grows, so do the AS3 files, very
> quickly, and soon they become more or less impossible to use. Compile
> times increase enormously, and if you try to open the AS3 file, the
> editor will grind to almost a complete halt. I tried exporting some
> heavy meshes as AS3 from Blender a while back, and ended up with an
> AS3 file with 140 000 lines of code that was extremely frustrating to
> work with.
>
> I'm not sure I understand your suggestions, but bottom line is that
> AS3 is great for storing simple stuff, but AWD is gonna be the best
> all-round format, being both light-weight, fast to parse and scalable.
> You export the AWD file from Prefab or another editor for which
> there's an exporter, and then you load it at runtime using the Away3D
> loading framework, or embed it into your SWF file.
>
> Cheers
> /R
>
> On Feb 20, 2:04 pm, Arkadianen <[email protected]> wrote:
>
>
>
> > Fabrice, I use AS3.0 not Collada, my mistake.
> > PREFAB 3D generates AS3.0 model code. Sorry for using the term
> > "Collada", but models in generated ActionScript code are much better,
> > because Collada takes very much time on compiling.
> > There is a plug-in for 3Ds MAX wich generates AS3.0 code.
>
> > Isn't it better to use ActionScript code for graphics than AWD ?
> > ActionScript is the better one in compiling code and can be easily
> > suited for Away 3D use. Actually it is not just compiling but
> > generating ActionScript from AWD. SO it is obviously that its better
> > to generate ActionScript from the beginning and avoiding AWD. So we
> > need just an external AWD parser (to ActionScript).
>
> > Dear Richard please tell me how can I add pages to Wiki.
> > And please tell this to all people who wants to help us improve Wiki
> > pages. Thanks a lot.
>
> > On Feb 20, 2:50 pm, richardolsson <[email protected]> wrote:
>
> > > Hi Arkadianen,
>
> > > We will look at improving all documentation channels once Away4 is
> > > out. Thanks for pointing it out!
>
> > > With regards to COLLADA, Away3D is not the only piece of software that
> > > has issues with it. The problem is that the format is very verbose and
> > > absolutely huge, and that newer versions of the format can break older
> > > versions, which causes these incompatibilities between different
> > > pieces of software.
>
> > > Furthermore, since COLLADA is so verbose, it's not very well suited
> > > for web use (or any use, if you ask me ;)). Alongside Away4 we will be
> > > publishing the specs for a second generation AWD format that you can
> > > use instead of COLLADA. Some early benchmarks show that a ~60000
> > > triangle mesh in AWD is about 8% the size of a COLLADA containing
> > > nothing but the same mesh, and parses quicker. :)
>
> > > That said, obviously we want to support formats that allow our users
> > > to create content in any 3D package of their choice, like Blender,
> > > 3dsmax, Maya, Cinema4D and so on. So if you have any COLLADA files
> > > that won't parse, please file a bug and attach the file so we can take
> > > a look at it. We appreciate your help in testing!
>
> > > Ultimately our goal is that no Away3D user should have to use COLLADA
> > > in the future, and be able to rely on AWD instead, but stay tuned for
> > > more information about that. :)
>
> > > Cheers
> > > /R
>
> > > On Feb 20, 12:55 pm, Arkadianen <[email protected]> wrote:
>
> > > > Away 3 had some issues with Collada and Wiki pages.
>
> > > > We need to give people freedom to fill the Wiki 
> > > > pages.http://away3d.com/livedocs/fp10/Away3DLite/
> > > > There are hundreds of links like this. Now they are absolutely
> > > > empty!!!
>
> > > > To avoid Away 4 Collada mismatches we need to test Collada generated
> > > > by 3Ds Max STUDIO.
>
> > > > Now Away 3 works only with Collada generated by PREFAB 3D for me. This
> > > > is an issue.
>
> > > > At least make a good renderer for PREFAB 3D.
> > > > Here is a link  http://www.luxrender.net/forum/gallery2.php
> > > > It is open-source

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