Hi,

Away3D is not based on any particular file format. The idea for Away4
is the same as in older versions, that you can parse (almost) any
format and end up with the exact same internal structure. So
regardless if your content data comes from a COLLADA file, an AWD
file, a 3DS file, or if you write it by hand in code, once it's loaded
the engine will treat it the same way.

We are just saying that AWD will be a very good format to use for most
situations. If however you use an application for which there is no
AWD exporter, you will still be able to use any other supported format
that your app can create.


Cheers
/R


On Feb 26, 3:29 pm, Michael Iv <[email protected]> wrote:
> 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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