We are lookign at ways to handle "instanced" or shared geoemtry and graphs in our run-time, but as part of that we need to look at how to get it out of Maya...
The latest version of RawKee correctly traverses the DAG and and creates USE nodes for instanced geometry. I think even the 0.3.7 version does this. What...
Instances is one thing, and greet that it works. I am talking about external references which are other files. This is really big for us because it allows for...
Can you send me an example of what a file with external references would look like? I know little to nothing about referenced files. How RawKee handles or...
I did a test export with the files that Chad sent me. As of the current version of the exporter, RawKee treats the nodes of the referenced file as if they are...
I can answer a couple of questions on the art side/Maya side. -"There is also the issue of someone attempting to use a shader/texture from a referenced file on...
Ok, here's my solution then. I will make a custom Maya node "x3dInline" which will export as an X3D Inline node. The x3dInline node will be a derivative of the...
No problem, I can give you a VRML example, which would be almost exaclty the same in X3D. I'll gather the files together and send it out in a few minutes. ...
When you view either "inline.wrl" or "externproto.wrl". You will see the exact some thing. However, in VRML/X3D an inline node will not allow you to access the...
Hi Aaron and all, I am wondering about vertex to "bone" weights... I am not sure of that data in X3D (still learning) but we have been exporting that...
Yes, the vertex bone weight stuff would fall under H-anim export. Long story short, we had planned to put H-anim support in RawKee before Siggraph, but our...
... Out of funding... well how much do you think vertex/bones weights would cost? I can go fund hunting, depending on the actual amount. Can you commit to...
Well, I estimate that I'd probably need to spend about a month's worth of work hours to get H-anim export working. That's a rough estimate of course, based on...
We successfully built RawKee 0.4 for OSX today. After I finish making the button icons in the morning, I'll will upload it all to SourceForge. Windows Versions...
Sorry about the delay, we made a compiling mistake late in the afternoon, otherwise it would have been available 3 hours ago. Anyway, There are builds...
No we are not going ourselves, but a Sun gaming fellow is going and has our latest internal demos, for promoting Java gaming in general. Unfortunately, in that...
Yes, there is already a patch for RawKee 0.4. It can be downloaded from the SourceForge site: http://rawkee.sourceforge.net/ It turns out, there was a bug that...
In a Mac related note, our viewer that we have been demo-ing at shows and privately will available for external beta testing shortly. It uses Java and Java3D...
After a couple of days worth of evaluation, I decided that the Route setup control within the X3D Interaction Editor (X3D IE) was using many more cpu and...
Shawn pointed out to me that the implementation of backface culling export on RawKee was cumbersome for content authors. Currently, the only way to set the...
In Maya I would probably implement a Proto node as templated layer with a custom locator/transform node representing it within the scenegraph. ExternProto's...
For ... Loading a Maya binary as I understand it, is pretty much not doable because, the Maya format is the list of instructions (history) of MEL commands...
I'm not sure we're talking about the same thing. What I mean is that I would eventually like to have a loader that imports X3D files into Maya, so I can...
Either today or tomorrow I will release a new patch for RawKee - v0.4.3. It will contain the following bug fixes and features: Fixes - Broken Route deletion...
Oops, I forgot to add that the Convex field can be set locally on a mesh node as well. Look under the AE Extra Attributes section. At this point, it looks like...