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 :) > >
