Do you mean that AWD is not going to change its structure in Away4?

On Sat, Feb 26, 2011 at 6:39 PM, richardolsson <[email protected]> wrote:

> 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
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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