Hi Arkadianen,

Please excuse me in advance if I seem to be jumping to conclusions,
but I'm having a hard time understanding what you mean, so I have to
make some assumptions.

First of all, if you browse to the wiki att http://www.away3d.com/wiki
there are instructions on the main page in large letters saying the
following:
"To edit pages (but not the front pages), please use the password
'editwiki' (without the quotes)."

If you go to any page on the wiki except the front page (which is
locked) and click edit, you can edit the page after having entered the
password mentioned above.


With regards to AWD, correct me if I'm wrong but you seem to think
that a file that is loaded into a Flash app running Away3D gets
converted to AS3 at runtime, and that because of this using AS3
directly is faster than using another format. This is incorrect. First
of all, at runtime there exists no notion of "AS3" anymore, since
everything has been compiled into byte code inside the SWF. But even
disregarding this, the internal representations of meshes, animations
and any other data inside Away3D are still just data chunks in memory
like in any other programming language. To generate a representation
of for example a mesh in memory, whatever code is responsible for
creating it has to instantiate classes and pass them the correct data.

Regardless of whether you are generating an AS3 file that you then
compile into byte code that does this instantiation, or use a parser
like the AWD parser to read a file and do the instantiation from what
is in that file, you are still doing the same thing. Granted, the AS3
approach leaves out the reading/parsing so it's most probably faster,
but the gain in performance is not of relevant magnitude (a matter of
milliseconds per 10 000 triangles in a mesh, or something like that.)


Thanks for offering your help! We already have team members looking at
creating an exporter for 3dsmax, but in case you want to do your own
implementation or just follow the development of AWD, you can have a
look at the project page at Google code: http://code.google.com/p/awd


Cheers
/R

On Feb 20, 6:23 pm, Arkadianen <[email protected]> wrote:
> Yes, onwww.away3d.com/wiki
>
> Why ? Because the official documentation sends you to this page.
> Is this the official dochttp://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 
> behttp://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?Thelatter 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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