Aloha Marton,

Personally I wouldn't care what format export to use, as long as it
works and it's the fastest way to parse(and smallest size possible)
inside the 3D engine.
I enjoyed working Collada as well, however it takes ages for bones /
animation etc. to parse at run-time.

This is how I see it:
Ideally you want either a direct export, from your 3D editor (3dmax
cinema maya blender etc ), to the Away3D format.
A other option is to use a program to convert your export (3ds,
collada, obj, etc, etc)  to away3d format. Prefab is perfect for that
job (and lot of other small tweaks etc etc:)).

The first option would be perfect since your pipeline would be:
 -> 3d app export -> run in Away3d

Second option is (so you can use collada files still, 3ds, obj etc):
 ->3d app export -> convert  export to Away3d format -> run in Away3D

It will take some time before all formats will be fully supported and
every 3D editor will have a Away3d export.

For bones I am not sure what the best route at the moment is to take
but I am sure Fabrice can answer on that one :)

Good luck,
Ringo.
http://www.ringo.nl


On Mar 16, 12:47 pm, Márton Czebe <[email protected]> wrote:
> Excuse me for my ignorance, but what format is available for bones
> animation if not Collada?
> Actually I enjoyed working with Collada: it's a straightforward XML
> structure, easily manipulated and parsed.
> It's true that I haven't tried other formats, as it seemed that
> Collada is the only way to go at the beginning of the project.
> thanks, M.

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