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
