Sorry just found it from one of the previous posts of Alex. On Sun, Feb 27, 2011 at 12:37 PM, Michael Iv <[email protected]> wrote:
> Guys ,I am not talking about exporting to AS3. For this we already have > AS3Exporter for Max ,Fabrice's Prefab etc. I am talking about max plugin > for AWD. (binary would be nice to have). > Just took a look at AWD. Looks simple.Iss Jerome's plugin for 3dsMax? Is it > opensource? wanted to see if I can make something similar for AWD. > > > On Sun, Feb 27, 2011 at 12:15 PM, Arkadianen <[email protected]> wrote: > >> == 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] > > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected] > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
