@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

Reply via email to