Yes. This is me: http://www.linkedin.com/profile/view?id=169040715
That’s right, Facebook.
We have successfully integrated Facebook into the web portion of Kaneva.
You may now sign up with Facebook, connect to other Kanevians using Facebook, and even “like” items in the shop using Facebook.
More Facebook features are currently in the works, but I’m not at liberty to say what is coming and what isn’t.
There are a few other things coming through our small, but formidable, R&D department that you all will probably really like.
More documentation and a swanky new API Learning Center are on my personal todo list, so stay tuned for updates!
That’s right, player-object collision can now be detected via lua scripts in 3D Apps!
If you’re annoyed with those pesky triggers, and how they are only spherical in shape, you now have another option.
Making oddly shaped floor pieces drop out from beneath a player’s feet is much easier.
You also don’t have to worry about that annoying thing where triggers only check the point right between the player’s two feet.
Collision is detected throughout almost the entire player body which means items can be at places other than ground level.
Some big things are coming to Kaneva soon. I can’t say much other than making physical traps in 3D Apps will be much easier. ;-)
So, after looking through the source code for the Kaneva Collada importer I decided to take it upon myself to try and convert the DAE/FBX export from Maya 2012 into the OpenCollada format that Kaneva likes.
After converting the file manually the issue that arose was that there was not sufficient information provided in the DAE/FBX file to provide a working conversion.
As such I recommend you push it through Maya 2011 and export with OpenCollada from there, or if you really don’t want to do that you can put it through Blender as detaield here: http://docs.kaneva.com/mediawiki/index.php/Max/Maya_2012_Collada_Export. Be warned that doing so will mess up your surface normals giving you flat faces all around.