@Michael, We will have a 3dsmax exporter as well eventually, just not as part of this first batch of exporters which will be Blender, Maya, and C4D (and Prefab of course.) We are a limited number of developers, with a limited amount of time, and there is a lot of work involved in designing a file format, creating an SDK for it and then implementing that in exporter plug-ins for different applications. Let alone building the actual engine.
This is the only reason, and I hope you will bear with us as we keep working to bring the best all-round file format, for the best Flash 3D engine, to your tool of choice as soon as possible. :) Cheers /R On Feb 25, 9:17 pm, Michael Iv <[email protected]> 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
