== 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.

Away3D is based on the same particular data format like all the
engines for Flash. That data format is instances of ActionScript
clases.

If you have that MaxScript plugin and you seen its code, you know that
it is parsing scene data( vertexes, polygons, shaders  , etc ) to
ActionScript classes or instances that use ActionScript.

Richard considers that making ActionScript being that main data format
which is particular is not so good because of ActionScript classes
collisions. Besides, AWD could be used for other applications, its
just an external data format.

If AWD will have binary data format and will have a good speed it can
be a good concurence to ActionScript format, which is used in Jerome's
plugin (Jerome's plugin ActionScript format suits the best way for
Flash Player 10 ).

I consider that if we need the best format suited best for particular
Flash Player 11 we can do it in ActionScript, which is smaller than
XML and which doesnt need time to parse ( you can find examples of
parsing in away3dlite.loaders package ).

Cheeers
                                                       Alex

/

On Feb 26, 7:30 pm, Fabrice3D <[email protected]> wrote:
> Away will support both actual ascii based awd (1) and the new awd (2) binary. 
> The new awd is of course an improvement on structure, file size, 
> extensibility and parsing speed. Supporting more, such as animations, bones 
> etc etc...
>
> As Richard said, it will cost a bit of time to have it all done as we want it 
> and for all major apps, but its high on our todo. Prefab will also support 
> awd1  & 2.
>
> Fabrice
>
> On Feb 26, 2011, at 17:46, Michael Iv <[email protected]> wrote:
>
>
>
> > 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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