This is an archive of CompuServe forum messages from 1985 to 1995, as saved in transcripts by John Foust.
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>> Sounds like a hard disk problem. If it's limited to .3ds files, it might be limited to your /meshes subdirectory. Have you tried loading and saving files to a different directory? – G
#abnormal termination
Message #136967
All of a sudden 3DSR4 is crashing when we try to load a .3DS file. Project files are loading fine. The error message is "abnormal program termination." This is on a machine that's run versions 1 thru 3 as well as 4. Anyone else seeing this? !^NavFont01F0007MGHHGC450EB
a used Matrox card with rgb and composite out is inexpensive and will help you a lot. !^NavFont01F0007MGHHG46E167
Viewpoint 1-800-328-2738 625 S. State St Orem, Utah 84058 fax 801-229-3300 had very good luck with their car models, they have a catalog, CDs and a BBS !^NavFont01F0007MGHHG7EFAC0
Have had good luck with both Mediator and Willow, though we run at video resolutions. Also done work with AVER products. Products getting cheaper all the time. !^NavFont01F0007MGHHG86A40A
I agree with the other two replies. Every once in a while some asks us to do much the same, though not up to 8000 lines. Are they really making a poster, or so they just think it will look "really great" if it's at 8000 lines? What is the…
>> The person I work with uses the "DOS Mounter" I believe.
We've done lots of 24 and 32 bit files from Photoshop to Photoshop DOS to Mac, both Tiffs and TGAs. However, you can have problems with the software that lets one machine read the other's disk format. We've also used Photoshop's native format .psd back and forth. All this was…
It's not so much misperceptions as it is need. We use VP and alpha extensively. Most of our projects have several layers in them, requiring a lot of disk space. We (I personally) also use alpha channel information extensively in about five other programs. This thread is not about alpha,…
>> Maybe its the editor in you that brings out this intense interest in having another switch > but this thing about an Alpha switch has been going on for over a week and I think if this is your biggest concern you must live a very charmed life
>> You should at least give Quick Pass a try though. (I'm assuming you have a Diaquest controller, maybe not). > Of course you might find you have too much time on your hands, won't look so busy to your boss and he just might give you more work to…
>> Let me know how it works for you. Sometimes you need to allocate a little extra memory with Phar Lap to make it work but if you can shell out to DOS from 3DS you should be O.K.
Nope, I have no interest in a PAR. The minimum standard for a next level for us is a DDR with everything at 601. Nothing we've seen coming off the PAR was worthwhile. Our turnaround on animation is too quick to have frames sitting around, waiting for various people to…
>>> It is a tremendous workaround to have to write a VP to delete files.
Cost is ALWAYS an issue. We have about 9 gigs of storage lying around here in various formats. I have no desire to constantly add more, just to render more graphics. The inclination is to hold onto the rendered frames until the client has approved the final animation, and then…
Yup, that's it. We don't experience tape stretch with metal tape. We also don't get dropped frames. For the occasional frame with a drop out we rerender the offending frame. For highly critical applications we'll render to both tape AND disk. However, we have such a large quantity of graphics…
> >> It's just the matter of not being able to save the alphas alone, >>> without the corresponding full color images. >>You CAN do an alpha split. If you don't need the color portion, a batch file run >>from the video post module can probably delete the prior frame's…
> That's how it's done and that's the rub, you have to pay for an extra machine in the session and you have to have a switcher that can handle keying information from a tape. Basically you have one tape with the color image (key fill), another with the key…
The elegant solution is to use the alphas, just render them to tape, a perfect traveling matt. It's just the matter of not being able to save the alphas alone, without the corresponding full color images. I can do it with other systems I have so I know it can…
The problem is: Under all circumstances the full color image goes to disk as well as the alpha-channel file. Yes, disk space is a problem. A standard animation for us would require between 350 megs and 1.5 gigs. Most of the available drive space is filled with frequently used applications…
with COSA? boy that's a slow way to go. Our stuff will go out to a digital online room which will do it all in real time but it's a pain to have to go back through the animation and reset all the materials and lights. And then if you…
#Super Black
Message #130049
We're trying to find a good setting for Superblack in 3DS3. We're rendering straight to Betacam SP in Y, R-Y, B-Y through a Grass Valley Transcoder and we're using a Vista board. We have the animation created over a black background. We want to key the resulting render on tape…