awd2 exporter plugin for 3dsMax12 needs “Up Axis (Y-up or Z-up)” option. Is it possible to have that option in the current (awesome) plugin.

Software: Away3D 4.x

Rajneesh, Jr. Member
Posted: 25 May 2012 10:41 AM   Total Posts: 34

Hi,

Thanks for providing such a user friendly (awesome) plugin for 3dsMax12 which gives live preview.

Is it possible to add “Up-Axis” option or “Axis conversion”. Because objects don’t appear as they are in 3dsMax12 viewport. Sometimes they get flipped or flipped and Z-axis down.

You guys rocks.

Thanks

   

Richard Olsson, Administrator
Posted: 16 June 2012 01:52 PM   Total Posts: 1192   [ # 1 ]

There was a bug with the way that axes were converted, that was fixed in version 1.0.2 of the exporter plug-in. Please try the latest release where you should hopefully see the desired behavior.

Now that it works as expected, do you still feel the need for alternative co-ordinate space conversions?

   

Rajneesh, Jr. Member
Posted: 18 June 2012 09:44 AM   Total Posts: 34   [ # 2 ]

grin Thanks for reply. I tried and it worked fine.


Is it possible to load animation also?


Thanks,

regards,
Rajneesh

   

Richard Olsson, Administrator
Posted: 18 June 2012 09:56 AM   Total Posts: 1192   [ # 3 ]

The exporter supports skeletal animation, but not scene/transform animation (moving objects around over time).

   

Rajneesh, Jr. Member
Posted: 18 June 2012 10:04 AM   Total Posts: 34   [ # 4 ]

Hi,

Thanks for quick reply.

confused In future is it possible to have this feature. If not then, which format you recommend to load animation?

Thanks,

regards,
Rajneesh

   

Richard Olsson, Administrator
Posted: 18 June 2012 12:57 PM   Total Posts: 1192   [ # 5 ]

What kind of animation do you want to load? Few formats (if any) support full scene animation, because that’s usually not something that you want to do in a 3D animation package and then play back in a real-time format, since it by definition is static and doesn’t require real-time playback.

Instead, if you want to make small animations in reaction to interaction, you are best of doing that using a regular tweening engine in code.

Instead, moste formats, including AWD2, focus on the type of dynamic animation (e.g. skinning) that is hard to generate and control in code.

That said, at some point AWD2 will support full scene animation, but that will likely not be until version 2.2 or 2.3, to be expected sometime towards the end of the year at the earliest.

   

Rajneesh, Jr. Member
Posted: 19 June 2012 08:52 AM   Total Posts: 34   [ # 6 ]

Actually i want to use the power of Away3D for educational contents and not for the game (Mostly these type of engines are considered for games dev.) .

e.g. Say there is one 3D model (educational) and when i clicked on that model it will be sliced and some inner parts of that model are now visible. This i will handle in 3D scene animation and using Away3D i will just control that 3D animation created in the scene.

If this could happen then there will be no limitation for the creativity.

Also keep eye on Minko 3D engine. They are growing fast.

Thanks,

regards,
Rajneesh

   

Richard Olsson, Administrator
Posted: 19 June 2012 10:47 AM   Total Posts: 1192   [ # 7 ]

Away3D is not particularly aimed at any special use case although it has been proven to work well in many different situations (including games.)

I understand the use case that you have, and like I said we aim to support that type of animation at some point, probably starting with the Prefab tool. However, it is still true that this type of animation (moving objects around) is much easier to produce in code than for example skeletal animation is, which is why we have prioritized getting a skeletal animation workflow going.

This doesn’t mean we don’t want a scene animation workflow as well (like I said, it will happen at some point) but it is the reason why we have prioritized skeletal animation over scene animation so far.

   
   

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