27th March 2010, 01:19 PM | #1 |
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How would I go about programming my own exporter?
As the topic asks, what would I need to do?
I've been asking around (and researching til my head aches) for a B3D exporting tool to which all the best leads come to a dead end. So I decided to attempt it myself... even though I have no clue how to do it... So please tell me, what would I need to do to accomplish such a daunting task? |
2nd April 2010, 08:15 PM | #2 |
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Re: How would I go about programming my own exporter?
I need import/export capability as well for:
collada directx I suspect without this support many of us are lost. |
2nd April 2010, 09:55 PM | #3 |
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Re: How would I go about programming my own exporter?
Yes, especially if it would also export the animations created through the X-Plane plugin, into Collada!!!
Right now, I am in the unenviable position of lacking a bridge to Collada export from AC3D. The best solution, if you can call it a solution, even, is to go through the kludgy, convoluted Blender. And if that's the only way... then one has to consider just doing the modeling in Blender, too! Ugh; makes me sick to even consider such a move, as with Blender's horrible interface, it's tantamount to relearning 3D modeling completely. But, the game engine I'm creating for has moved to a Lua-based engine that requires Collada input for import of legacy models of all kinds: aircraft, buildings, vehicles, ships... and there's a TON of conversion work that needs done. We've already lost an entire month because there's no direct path, and few people who own expensive 3DMax/Maya/Lightwave licenses. Somebody with skill and talent at writing plugins or exporters.... PLEASE help!!!
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4th April 2010, 03:25 PM | #4 | |
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Re: How would I go about programming my own exporter?
Quote:
But let's get back on topic |
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4th April 2010, 05:43 PM | #5 |
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Re: How would I go about programming my own exporter?
I have no issue with Blender's output... that seems to speak volumes for it.
But, I always have an issue with a program that is simply counter-intuitive, and that forces the user to learn very unnatural routines to use it. That's probably the reason I haven't switched to Blender for the work I'm doing: AC3D is VERY intuitive, easy to learn, and easy to be productive with. That, and the combo of the TCE (which is best in class, no other 3D package comes close to it) and the low price almost make AC3D a category killer. The missing support for animation and 3D film production stuff are the only reasons why anyone would not use AC3D as a first choice. Said another way, "What good is a program if you can't easily USE it?"
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9th April 2010, 11:23 AM | #6 |
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Re: How would I go about programming my own exporter?
Since there is no response to this thread, I assume that no one has the ability to make import/export plugins for AC3D.
Andy .......... do you have any other suggestions or viable solutions for import/export to these formats??? |
9th April 2010, 01:39 PM | #7 |
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Re: How would I go about programming my own exporter?
I would have to step out on a limb here and say that these forums just don't seem active. That may be one reason why this thread has received no comments lately...
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10th April 2010, 04:46 AM | #8 |
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Re: How would I go about programming my own exporter?
It is not that, it is that very few people here can program and thus a long time before you'll get a response.
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10th April 2010, 06:35 AM | #9 |
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Re: How would I go about programming my own exporter?
Collada export exists now. Collada import is coming.
The majority of our users are not here because they are happily using AC3D . And, as Mossie says, only a small number of users are programmers. If you want to look at what is involved in making plugins for import/export etc., look at www.supercoldmilk.com - it's an excellent resource. |
10th April 2010, 09:53 PM | #10 | |
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Re: How would I go about programming my own exporter?
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