3D Exchange Standard
1 messages in this thread
>>
Thanks for the reply. I guess by pulling the different modules apart Impulse
hopes to attract a larger user base to the individual parts, rather than the
whole.
<<
Thats one reason I'm sure Tim. Another reason is to be able to work in several
editors at the same time (ie: having Action & Stage editor's up at the same
time for fine-tuning an animation sequence). The impression I also get is that
the editors will be linked when running. I don't know if this means instant
updating of object in the stage editor as you update the object in the detail
editor, or what. That remains to be seen. This quasi standalone/plug-in
approach would allow 3rd part developers to write standalone software
though…software that can also hook into Imagine seemlesslessly.
>>
But I wonder what sort of file exchange they intend to use for things like
animation, states, particle FX, textures, etc. DXF is adequate for static model
transfer, but…
<<
Haven't a clue. I would assume that until (and if) an indistry-wide standard
3D spec is developed you'll only be able to export static models.
>>
Do you think their texture playground will function like Steve Worley's FORGE,
and save maps for use in other programs?
<<
If it becomes a standalone app I would expect that it would. But I'm just
guessing.
>>
Also I think their [Hash's] elimination of support for DXF Import isn't so
wise. This means that ALL their models will have to be created from scratch, or
provided by Hash in their native spline format.
<<
Geeze, do many people import DXF objects into A:M? I'd think not, only because
their DXF import is not intuitive, and it creates a ton of splines (a knot at
each vertex). Editing an imported DXF object can be more trouble than creating
it from scratch in A:M.
-GreG