Hi Promit,
Thanks for your words. I haven't though of my project as cool, only hopefully useful that might save a lot of trouble for beginners.
About WebGL viewer, it can be done, sure. However it would require to implement the M3D importer in Javascript if I'm correct (assuming you meant a portable viewer in a browser).
About the WebGL converter, if you meant .glTF output by that, then it's already done. The M3D format is supported in Assimp, and Assimp can convert into .glTF2. Also you can load M3D files into Unity, Godot, and with a little hack into Unreal as well, not to mention the numerous other engines that use Assimp. But keep in mind that a library that aims to be universal is never as performant as the one that specializes in one file format only.
About Maya, Max and ZBursh: I don't have those, and if they are not Open Source, I'm not interested in them. The M3D format is Open Source and MIT licensed, the specification is freely available to anyone. If someone on this forum wants to create a plugin for those software, the contribution would be much appreciated. I'll provide all the help I can give with that, but I won't write plugins for proprietary software that I don't use.
What do you mean by VSCode plugin? The M3D SDK has just 5 simple functions altogether. All the IDEs I've tried were able to read the header file and provide code-completitions and suggestions, both for the C functions, structs and for the C++ wrapper class methods. What do you expect from that plugin to do exactly? The M3D SDK itself is tested under VS, and MSVC compiles it without a single warning.
A little update, I've just pushed a new version of the m3dview viewer which now compiles under MinGW/SDL2 too.
Cheers,
bzt