== I know c++ . So I can give a try to your SDK whenever it is going
to be accessible .

Michael, the syntaxis of MaxScript is very similar to C.
I am exposing the exporter for Away 3. You can see the syntaxis and
important actions like setting buttons and parameters, and exporting
meshes and vertexes. I hope its ok with author rights. I had some more
exporters, but must look for them.

http://alexgblog.com/sf/AS3GeomClassExporter.ms
Upper is the link to download. Its a MaxScript. To install it you must
find Utilities >> MAXScript   panel. After you run this script, and
new tool appear in the same panel. Google has more info or ask me if
any questions.



On Feb 26, 9:07 am, Michael Iv <[email protected]> wrote:
> I have never written plugins for max but I know c++ . So I can give a try to 
> your SDK whenever it is going to be accessible .
> Michael
>
> Sent from my iPhone
>
> On Feb 26, 2011, at 12:06 AM, richardolsson <[email protected]> wrote:
>
>
>
> > @Michael:
>
> > What industry is that? I'm not saying you're wrong, but I personally
> > seem to mostly bump into C4D and Maya when I'm around working (in
> > advertising generally.)
>
> > Personally, I think Blender is a lot more friendly than Maya, but I
> > understand that it's because I know it. I guess that goes for all
> > applications (especially 3D apps) and you should really give it a
> > chance.
>
> > @Arkadianen:
> > Yes, MD5 is a hashing algorithm but it's also the name of a file
> > format that was developed for Doom 3, and which has since been
> > released openly and implemented here and there (including in Away4.)
> > It's likely that there is an exporter for 3dsmax somewhere.
>
> > Implementing an AWD exporter for 3dsmax should be fairly simple if you
> > write a C++ plug-in and use libawd from the AWD SDK. I will definitely
> > make sure that it happens at some point, but in case you can't wait,
> > you are very welcome to give it a go. If nothing else, I will probably
> > have created one by June.
>
> > Cheers
> > /R
>
> > On Feb 25, 10:47 pm, Arkadianen <[email protected]> wrote:
> >> == Eventually AWD, but at launch there will most likely be a fully
> >> == functioning MD5Parser that you can use.   /R
>
> >> Please provide info about MD5Parser. MD5 is a name of hash files as I
> >> remember...
>
> >> == Other applications will have to wait. /R
>
> >> What if a group of programmers will start making a parser for other
> >> applications?
> >> Like AWD parser for 3Ds Max ?
> >> Anyone wants to join ? Who is using 3Ds Max and needs a parser?
>
> >> On Feb 25, 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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