@gaga: The reason for the poor file format support in Away3D 4.0 alpha is simply that it's alpha. It's been rebuilt from the ground up, with a completely new internal structure, and none of the old exporters work "out of the box". Some of them can be ported, and others have to be built more or less from scratch, and we are working on that right now. You will be able to use Collada eventually if you want to.
As far as skeletal animation go, I do believe that "bones" and "skin animation" which are you referring to as separate are actually the same thing (correct me if I'm wrong.) This can be done on the GPU provided that the number of bones are not too high (in which case it will not fit in GPU memory.) This feature already exists and works fine in Away3D 4.0, but the only format that can be used to import skeletal animation right now is MD5. I'm currently working on that particular feature in AWD2 though, so as soon as it's final you will be able to use AWD to transfer skeletal animations. Like I said, collada will be supported eventually and then you will be able to use that to import bones. We appreciate that you guys are eager to start developing full-scale with Away3D, but we ask that you bear with us since this is alpha software, in an extremely early state, and we have a long way to go. That said, my personal guess is that you will have to wait longer for a release version of Flash Player 11 than you will for the final, stable Away3D 4.0. Cheers /R On Feb 28, 8:22 pm, gaga <[email protected]> wrote: > Actually I would appreciate to find an easy way from 3ds max to > away4d. I tried Maya and C4D at the weekend for the original model but > that didn't work. (Maybe I have to put more work in there but I am not > a perfect 3d designer). > > I export collada from 3ds max and that worked for me now. I know > collada is big in file size. > > Could there be a way via prefab? Import collada to prefab and then > export awd? > > Will there be a general problem with bones animation in the future? > For me bones animation is nice, because I can interpolate between bone > values on my own. > > I unterstood it the way that bones animation has poor peformance > against skin animation because skin animation goes to GPU? > > Tnx > > Volker
