And my two cents : There is also AWD1 exporter for 3dsMax .Get it here : http://blog.alladvanced.net And when Richard will finish AWD2 specs I will attempt to write one for AWD2
Cheers . PS: Jealous you guys having fun with the "cool shit" at FITC ;) On Wed, Mar 9, 2011 at 3:34 PM, richardolsson <[email protected]> wrote: > Hi, > > I have researched different ways of getting data into Away3D (being > responsible for the AWD file format that is currently under > development.) The AMF solution is not actually the best solution at > all, because it adds a couple of restrictions on the parsing engine. > The only way to make it work in a long-term way is to have an > intermediate structure of value objects, and seeing as how AMF is not > actually as compact as you might think, the benefits do not outweigh > these issues. > > I'm gonna go out on a limb and guess that you might have heard about > the AMF approach at Mike Jones' session at FITC Amsterdam today? If > you're around, look me up. I'm one of the guys in an Away3D shirt. :) > > Like you say, Away3D 4.0 is currently alpha, and as such does not yet > support all the formats that we plan to eventually support. We will > have full(ish) support for COLLADA, 3DS, MD5, OBJ, et c eventually, > but the real thing to keep your eyes on is the AWD2 format. > > AWD2 is actually more compact, and faster to parse than most > mainstream formats, including if you compile your model from AS3 into > a SWF file. It's also very comparable to AMF, but more compact and > without any of the drawbacks in terms of requiring intermediate > objects, spreading parsing responsibility across the entire framework > et c. > > AWD2 is currently work in progress, but there will definitely be an > exporter for Blender before too long. > > Also, if you want to stick to Blender, you should be able to create > (or hire someone to create ;)) an exporter to a tailored format, or > AWD2, in just a couple of days. > > > Cheers > /R > > > On Mar 9, 2:40 am, Dave <[email protected]> wrote: > > 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 pagehttp:// > www.rozengain.com/blog/2008/01/02/export-your-blender-objects-... > > 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. > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
