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]
