Thanks very much for the replies.
I am aware that 'hacking' the Away3D engine is not the way to go, but at
least the models get their names assigned that way. I read a suggestion by
someone proposing to be able to write our own parsers which the AssetLoader
can use. This would be useful indeed plus if someone writes a useful parser
it could probably easily be included in Away3D's code.
For the time being I will have a look at awd1 and am looking forward to the
second version of awd.

On Wed, Mar 30, 2011 at 6:32 PM, Fabrice3D <[email protected]> wrote:

> 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 :)
>
>

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