[Papervision3D] Blender ASE Export

Richard Leggett rleggett at gmail.com
Tue Jan 23 15:54:48 EST 2007


Makes perfect sense, cheers guys. In 3DS MAX I was using "attach" btw, but
seperate objects is of course much nicer so looking forward to it.
 
Rich

  _____  

From: Papervision3D-bounces at osflash.org
[mailto:Papervision3D-bounces at osflash.org] On Behalf Of Carlos Ulloa
Sent: 23 January 2007 19:02
To: Papervision3D at osflash.org
Subject: Re: [Papervision3D] Blender ASE Export


ASE is a primitive plain text format, quite limited, almost undocumented,
only supported by Max (that can't even read it back). I honestly don't see
the point on developing it any further.

It was cool for Doom and Unreal, but time has moved on and no one uses it
anymore. In fact, Unreal Engine 3 uses Collada. 

In many ways, ten year old games are an excellent reference for us, but
production wise, things have fortunately moved on.

This doesn't mean we are going to drop it. It just means our efforts are
going to concentrate on Collada. 

If anyone wants to develop ASE any further, please feel free.

C4RL05
// noventaynueve.com
// papervision3d.org




On 23/01/07, John Grden <neoriley at gmail.com> wrote: 

I should clarify about ASE - it's not that it's only able to support single
objects as a format, it's that the importer in PV3D is limited to parsing
single objects.  The Collada importer is built to render the entire scene
that the Collada file brings with it. 

Since there are exporters for Collada in most of the major 3D apps, Carlos
made a decision to put his efforts into the Collada importer and leave the
ase importer as is.  Are there plans to expand ASE?  not that I'm aware of,
but I doubt that Carlos will be doing that work after seeing what's gone
into Collada :) 



On 1/23/07, John Grden < neoriley at gmail.com <mailto:neoriley at gmail.com> >
wrote: 

ASE is limited to objects that are one object - IE: the xwing is one
connected object and so is the tie fighter.  So, when you're creating your
models, you have to basically connect everything with booleans or using the
connect command (3D Studio has a connect feature, not sure how Maya might do
it). 

Collada has support for entire scenes and structures.  So, now, the next
xwing I do for the games will have separate wings so that I can open and
close them - kinda like Carlos being able to animate the propellers
separately on the Apache helicopter.  That's a collada import and the
propellers are their own objects.  Carlos uses a getter method to retreive
by object name and then rotates on the Y axis. 

So, ASE =  one single object and Collada = entire scene with separate
objects

I honestly can't wait to work with Collada and keep my objects separate for
animation etc 



On 1/23/07, Richard Leggett <rleggett at gmail.com> wrote: 

Hey Danno, I'm using ASE atm too, feels like there is a general shift
towards Collada Carlos? Is that good for animations too, and can it be
exported from 3DS Max easily (v9)?



On 1/22/07, Daniel Tome <d_tome at hotmail.com> wrote:


Hi Carlos,
 
Any reason why not to?
John's star wars demo used ASE and was quite impressive.
What do you reckon would be the best way to import a 3D model from an
external program?
 
Cheers,
 
Danno
www.danieltome.com


> 
> Message: 6
> Date: Mon, 22 Jan 2007 16:08:51 +0000
> From: "Carlos Ulloa" < c4rl054321 at gmail.com>
> Subject: Re: [Papervision3D] Blender ASE Export
> To: Papervision3D at osflash.org
> 
> I wouldn't spend much time with ASE.
> 
> C4RL05
> // noventaynueve.com
> // papervision3d.org
> 
> 
> On 22/01/07, Daniel Tome <  <mailto:d_tome at hotmail.com>
d_tome at hotmail.com> wrote:
> >
> >
> > Hi Peter,
> >
> > Here's a link with some plugins for exporting to ASE with Blender. I
> > haven't tried them yet. 
> > Will let you know as soon as I've tried them
> > http://wiki.beyondunreal.com/wiki/Blender
<http://wiki.beyondunreal.com/wiki/Blender> 
> >



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