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

There is an AWD1 exporter from 3dsMax (currently static meshes only) .
You can get it here:
http://blog.alladvanced.net/2011/03/01/awdaway3d-data-format-exporter-for-3ds-max/

On Thu, Mar 17, 2011 at 11:22 AM, ringodotnl <[email protected]> wrote:

> 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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