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 Q&A Dave Arendash
Juin 2005
 

 

 

"(...) basic multitexture support. I've added additional support for them (lightmaps and bumpmaps are currently in there), as well as the XML encoding (...)"

 

< X3D Exporter for Autodesk 3ds max

   
Q1 A brief description of your activities in the field of realtime 3D.
A1

I like playing games, of course, they are cutting-edge realtime 3D. I started toying around with the Unreal Editor, which comes for free with Unreal-engine-based games. I started a tutorial and resource website for it, www.unrealroc.com. In 2002, a friend of mine working for ManyOne Networks said they needed someone with real-time 3D experience for their team. So I joined as a technical advisor to the art director, who needed tools for creating compelling 3D for ManyOne's ambitious 'Encyclopedia Galactica' - a realization of Carl Sagan's dream of an online model of all human knowledge. I'd already been making some tools which convert different file formats to and from Unreal, and VRML97 was a pretty good format for conversion, because it deals with more than just geometry and textures. You can also convert sounds, lights, animation, and interactivity. This was of good use to ManyOne Networks. They are all about open-source and open-standards, and asked me to look into such standards for doing the immersive 3D for their universe. At that time, X3D was still in its infancy, but it's compatible with VRML97, so it was an easy format to support in my Unreal file converter. VRML97 and X3D are the only standards I could find that are open, in wide use, and handle a great
amount of game-quality content. My intent is to get this tool usable enough such that the hundreds of fans out there making worlds for Unreal games could easily start making content for ManyOne's network.
The Unreal conversions got the attention of Tony Parisi (one of the fathers of VRML and X3D, and author of Flux, the X3D player), and we began a working relationship. I presented my Unreal-To-X3D conversion program at SIGGRAPH in 2004. I've also cobbled together some other tools to aid X3D artists which you can find on my website.

   
Q2 Why are you creating a X3D exporter for 3ds max?
A2 In large part to support ManyOne Networks. I gather and work on tools to make X3D accessible to more people. Modeling the entire known universe will take a lot of people-power, so the more people that can produce X3D, the more can participate in this endeavor. And really, I'm just expanding the VRML97 exporter, which has contributions from Alan Hudson and Mark Callow.
   
Q3 3DS Max's VRML97 export has never been improved, and does not support features such as multi-texturing, nurbs... Will your X3D plugin be able to fill those lacks?
A3 Yes, that's the intention. Mark Callow did actually improve on the standard VRML97 plugin, and sold it on his website for $40. He has generously contributed the source for his improvements to the X3D exporter. Alan Hudson took that and added basic multitexture support. I've added additional support for them (lightmaps and bumpmaps are currently in there), as well as the XML encoding, more DEF's (names) for exported objects, a LoadSensor, and some more little goodies. I haven't started on NURBS yet, but it is on the list of things to do. And, once it goes open, you can add/fix whatever you like.
   
Q4 Which X3D browsers do you use to test X3D contents? (Xj3D, BS Contact, Flux, Octaga, WireFusion?) Do you need beta-testers?
A4 Flux and yes. I like Contact, but the version that supports the X3D spec is rather annoying with its flying logo. Flux is the most spec-compliant, and ManyOne has adopted it for its Universal Browser. Plus Tony is a good friend, so I support his work. I have gotten some feedback from a few users. The interesting thing is to find out how different people use Max differently, and expect different behaviors from the exporter. I appreciate more of that feedback.
   
Q5 Is your X3D plugin open source?
A5 That is the intent. I haven't put it out there yet because I want to clean it up a little, fix a few remaining bugs, and put the appropriate headers and credits in it. I was thinking of putting it on the source archive of web3d.org, but let's just say, that hasn't happened yet. I may end up putting it on Source Forge, or just zipping it and posting it at my site or www.thex3dxperience.com.
   
Q6 Is it compatible with 3DS Max 7?
A6 It seems to be. I thought I'd have to compile it specially for Max 7, but I've been told the Max 6 version runs pretty well in Max 7, so I'm not moving as fast on that.
   
   
   
 
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