yes, wouldn't it be nice that all apps have same world axises, same yup md2 parser is indeed reffering to a single mesh hence the only map. Plus its in 99% of cases a pcx file, which is not supported by Flash
3ds name cut off. generator issue, some don't. Probably root from the Windows early 8dot3 golden days... collada support, yes it will come, alpha remember? obj, thats a right to left handed system issue. the next exporter you will use or that model you will pay for online will be left handed, and you hang again... In general, you should avoid hack in source api, especially when it changes as often as now. except of course if merging is a hobby of yours :) Prefab obj exporter. yes that is a reported and known issue, hopefully fixed in V2. Md5: really have no clue. Never used/looked at it yet. awd1, if you do not need animations and do not load enormous models, you could uses this format either from Prefab or from Michael's max script exporter. all with all, thats why we spend energy to dev a new format: the second version of awd. Fabrice On Mar 30, 2011, at 5:31 PM, Apprentice wrote: > I've been busy looking at formats to export (static) models in Away3D > Broomstick and it's been a pain... > I'd like to report my findings and see if anyone has comments/ > suggestions. First there are a few things I'm looking for: > 1. Object names have to be exported and should be retrievable within > Away3D (some parsers don't seem to get the names of objects) > 2. Multiple objects in a single file. Some objects belong together, > it's a pain to split them into different files. > 3. Material names (this is of lesser importance, given objects I can > create and apply the materials) > > My findings so far: > > .OBJ - With the current exporter (gw::OBJ-Exporter) the geometry > arrives in Away3D inverted on the X axis. I know I could scale this > back in Away3D, but that's not a pretty solution. So I need a > different exporter (preferably for 3ds max). Also names come in like > "obj0". With minor changes to Away3D's OBJParser I was able to fix > this. > I've also exported an OBJ using preFab, but the name of the mesh is > exported as g0 and the material as awmat_0, even though I named the > material "Tree" in the renderings tab. > I also looked at the Jiglibflash + away3D examples and saw that they > retrieved the proper meshes by using "container.getChildAt(3)" for the > front right wheel... This is undesirable as it depends on the order of > which the meshes are read. > > .3DS - Names are up to 8 characters. If longer they are cut off. Some > models do not get imported properly: they do not appear in the correct > position, haven't looked at this as to why yet. > > .MD2 - I can only export 1 object with the current exporter (I'm not > 100% sure, but I don't think MD2 supports more than one object in a > single MD2 file). Plus Away3D's MD2Parser only assigns 1 material (I > looked in the code). > > .MD5 - The exporter I'm using requires that a model has bones which is > not very suitable for static objects. > > .DAE - Currently not supported > > Any help would be very much appreciated :)
