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.
