I have got this exporter already. What I am talking about is development of max 
exporter for awd as the next version of away is going to be based on it if I 
got right the team on the subject 

Sent from my iPhone

On Feb 26, 2011, at 4:20 PM, Arkadianen <[email protected]> wrote:

> == 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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