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]

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