AWD

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JLM
Posts: 2
Joined: Fri Jun 24, 2011 11:42 pm

AWD

Post by JLM »

Hi Simon and Curvy users, thank you for sending me mac beta.
Wondering if there are any users using curvy models in flash and the work flow.

Ideally maybe would be good to get models out of curvy in this format..

http://code.google.com/p/awd/

but maybe I would need to export it via

http://www.closier.nl/prefab/
which I guess uses one of these loaders
https://github.com/away3d/away3d-core-b ... rs/parsers
( think also has collada but not in latest away code )

although also interesed in getting the code repesetation of a curvy model directly in haXe... what language do use might this be possible to encode and rebuild ( thinking haxe remoting ) ?

For instance haXe does support shaders.
http://haxe.org/doc/advanced/flash3d

Sorry lots of questions I know almost nothing about 3d modeling, but have done some clay head sculpturing, lots of painting, and have used flash 3d engines quite a bit so wanting to maybe do some mobile and web games or tests, curvy looks to be suitable to an artist like me but have to work out how I cat get the model in haXe and make something interactive.
Simon
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Post by Simon »

All the useful stuff comes out of Curvy in the OBJ export, this is a text based format that is really easy to write loaders/convertors for. It should be easy to convert this to AWD, and even load the data directly in haXe from a file.

That will work for meshes - but for the underlying curve based models there is no way to export and rebuild outside of Curvy.
JLM
Posts: 2
Joined: Fri Jun 24, 2011 11:42 pm

Post by JLM »

Is there any documentation on this export format and is it supported (enabled) in the mac version I am trying. thanks ;j
Simon
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Joined: Wed Dec 01, 2004 8:13 am
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Post by Simon »

Yes and yes. Here is the wiki
http://en.wikipedia.org/wiki/Wavefront_.obj_file

It's a full name is Wavefront OBJ file format.
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