> why is 3dsMax out of the game? 
its not, we have stuff going on for max as well.

Fabrice

On Feb 25, 2011, at 9:17 PM, Michael Iv wrote:

> Richard why is 3dsMax out of the game? As far as I know less people work with 
> Maya for game modeling due to it's learning curve  . 
> 
> Sent from my iPhone
> 
> On Feb 25, 2011, at 9:12 PM, richardolsson <[email protected]> wrote:
> 
>> @Tarwin:
>> 
>> Yes, you'll be able to do that if you want to. It is our goal however
>> to have AWD exporters for most popular 3D applications, so you
>> shouldn't have to use Prefab if all you want to do is convert a model
>> (You should use Prefab for other things though!). Realistically though
>> we will probably only see exporters for Maya, C4D and Blender in the
>> next couple of months. Other applications will have to wait.
>> 
>> 
>> Cheers
>> /R
>> 
>> On Feb 25, 8:04 pm, tarwin <[email protected]> wrote:
>>> Is it likely you may also load a Collada from your 3D program in
>>> preFab then output an AWD to be used in A3D?
>>> 
>>> On Feb 26, 5:32 am, richardolsson <[email protected]> wrote:
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>>> @Don:
>>> 
>>>> Let me just reiterate on a basic benchmark I mentioned earlier in the
>>>> thread:
>>> 
>>>> "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."
>>> 
>>>> Hopefully that will be reason enough to get at least some people to
>>>> switch over. :)
>>> 
>>>> Cheers
>>>> /R
>>> 
>>>> On Feb 25, 4:11 pm, "Don Bloomfield" <[email protected]> wrote:
>>> 
>>>>> Thanks - that makes a lot of sense.
>>> 
>>>>> Don
>>>>> Have a great day
>>> 
>>>>> -----Original Message-----
>>>>> From: [email protected] [mailto:[email protected]] On
>>> 
>>>>> Behalf Of Fabrice3D
>>>>> Sent: Saturday, 26 February 2011 12:39 AM
>>>>> To: [email protected]
>>>>> Subject: Re: [away3d] Re: Away 4.0 and Away 3 issues
>>> 
>>>>> Just because Collada can be seen a good exchange format by some vendors
>>>>> doesn't mean its suitable for runtime content.
>>>>> if you raytrace a scene for 3 hours, nobody cares if the model took 20 sec
>>>>> to load/parse.
>>>>> But on web/mobile size/loading/parsing speed are very important. Collada 
>>>>> is
>>>>> a verboze monster.
>>>>> That's why we put efforts into a suitable format.
>>> 
>>>>> Add to this, that this "standard" format fails totally at one thing: be a
>>>>> standard.
>>> 
>>>>> If you preffer to use Collada for runtime, that's entirely up to you.
>>>>> You asked why we think this way...
>>> 
>>>>> Fabrice
>>> 
>>>>> On Feb 25, 2011, at 1:05 PM, Don Bloomfield wrote:
>>> 
>>>>>> Can I ask why you say "COLLADA should never ever be used in the first
>>>>>> place..."?
>>> 
>>>>>> I'm just curious - I use newtek's lightwave, and they seem to be moving 
>>>>>> TO
>>>>>> collada for scene files, and I was looking to move to collada for any
>>>>>> animated objects in the future.
>>> 
>>>>>> Don
>>>>>> Have a great day

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