I'm new to Away3D. I'm attempting to adapt an existing application &
assets to Away3D from (a modified version of) Papervision.

Our old codebase was loading Collada files, and more specifically
"triangles" for geom.  Our existing pipeline (from blender) can
instead output Collada files with "polygons" (rather than
"triangles"), but *not* "polylists".  The performance of loading
Collada is obviously non-optimal.  And Away 3D 4.0 Alpha does not
currently support any other geometry format but polylists.  Bummer for
us.  (We know it's alpha - it's ok).  Add on top of that that Blender
is a dead end for us.  We're moving away from it.

Rather than spending a bunch of time modifying a pipeline that we're
probably not going to move forward with, I am more interested in
coming up with the right loading format for the application.

The most promising thing I've heard described so far is a runtime
solution that loads a binary blob, decompresses it, and hands the
result to an AMF deserializer, and finally receiving a strongly typed
AS3 object. The pipeline/tool side would simply export from your
Content application (e.g. blender), and process the exported result
via an Air application that could create the strongly typed AS3 object
(e.g. Away3D Mesh) from an intermediate format, and serialize to AMF
and compress the result.

This page 
http://www.rozengain.com/blog/2008/01/02/export-your-blender-objects-straight-to-away3d-papervision3d-and-sandy/
indicates an older solution for Blender that may be undergoing an
upgrade to support the new Away3D, but since we are also probably
moving away from Blender, so more interested in a stand alone
approach.

Are there specific plans for Away3D to support an AMF load style like
this?

Thanks in advance for any answers the team can provide.

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