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]

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