| Q&A |
Dave
Arendash
Juin 2005 |
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"(...)
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 |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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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