== 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
