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RE: [Fwd: Re: [www-vrml] Re: some questions about X3D]



Hooray for Brian Hay!

I *have* lobbied with several of the 3D modeling tool makers. There was a
lot of resistance a year or two ago. They all believed that since VRML was
*dead*, therefore X3D was a non-starter. (Yes, Linda Hahner. It's true. I'm
not making it up. Ask Ken Pimentel from Discreet.) Worse yet, some of them
decided they would "wait and see" what happens with U3D... which just shows
the power of putting a Really Big Name behind something, regardless of the
reality of it.

Now, they are loosening up in their attitude. The fact that X3D hasn't just
disappeared off the map over the last two years proves that it's not just
*me* blowing hot air at them. And now with the ISO announcement, opinions
are really starting to turn around. Modo from Luxology is already exporting
X3D. The rest will follow suit soon enough.

But don't expect it to happen instantly. Our best bet is to just write the
darn exporters ourselves. Kudos to you for stepping up! When there is a bit
more uptake on X3D over the next six months or so, the modeling companies
will all be begging to distribute these exporters.

Tony


> -----Original Message-----
> From: owner-www-vrml@web3d.org [mailto:owner-www-vrml@web3d.org] On Behalf
> Of Miriam English
> Sent: Thursday, September 02, 2004 10:38 AM
> To: www-vrml; Brian Hay
> Subject: [Fwd: Re: [www-vrml] Re: some questions about X3D]
> 
> Forwarded on behalf of Brian Hay.
> 
> -------- Original Message --------
> Subject: Re: [www-vrml] Re: some questions about X3D
> Date: Thu, 02 Sep 2004 18:06:53 +1000
> From: Brian Hay <bhay@construct3d.com>
> 
> Joe D Williams wrote:
> 
> >>I would use X3D, and I'm sure other people would too if it were an
> export
> >>plugin for the 3D modeler animation package they use.
> 
> I've started work on a comprehensive VRML/X3D exporter for 3ds max/gmax
> as I've found the exporters currently available to be problematic.
> 
> I know there's an open source effort started by Yumetech but there
> doesn't seem to have been much progress and it's based on discreet's
> ancient vrml exporter C++ code, which is riddled with bugs.
> 
> My approach is to use pure maxscript which will mean it should work
> across all recent versions of max and the *FREE* gmax without requiring
> a recompile every new release.
> 
> I'll make it open source soon.
> 
> It doesn't solve the X3D export problem for everyone but with the free
> gmax I think it's a start. I think everyone needs to either lobby the
> makers of their favorite 3D app or get their hans dirty writing an X3D
> exporter ... the more authoring options the better.
> 
> For a totally free authoring option Blender would be best. A relatively
> cheap and dedicated X3D solution seems to be Vix3D.
> 
> Can someone pass this onto the list as I can seem to post.
> 
> 
> --
> 
> Regards,
> Brian Hay.
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