I would really appreciate if Away3D team will not ruin Collada. Just don't worry, the format breaks often enough on its own. We'll try our best to make a parser following the latest specs 1.4. Unless its for dev purposes, you should avoid use this format for runtime. The more meshes definition will increase, the less this format will be a suitable solution for web or mobile (if it ever was ).
> It would cost a lot to convert all the models because I don't do it myself. Prefab --> free drop/load model, export --> easy & free Fabrice On Mar 16, 2011, at 2:41 AM, Taro App wrote: > pcarret, if you really need a Collada loader for Broomstick now, you > could use ASCollada. ASCollada's parser code is independent of 3D > engine. You just need a class to map ASCollada classes to Broomstick > classes. I already wrote such a class that works, so I could share it > if you need it. It only supports geometries and materials, and doesn't > support animations, though, because it's just a hack and I don't need > them. (ASCollada itself supports animations.) > > For new projects, I'd choose formats other than Collada, but I already > have many Collada models for my application with longevity, developed > with PaperVision3D. It would cost a lot to convert all the models > because I don't do it myself. I'm planning to port my application to > Broomstick, so I would really appreciate if Away3D team will not ruin > Collada. Please! m(_ _)m > > > > On Wed, Mar 16, 2011 at 3:58 AM, Dave <[email protected]> wrote: >> It definitely is. IMO, Collada is more for quick prototyping and not >> "final pipelines". I don't necessarily care if the implementation is >> fast. As long as its got good coverage. Any chance that you can get >> ascollada duct-taped on the side of away3d, like papervision had it? >> >> On Mar 15, 11:45 am, pcarret <[email protected]> wrote: >>> Collada is very very hard to implement. For sure.
