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]
