This is an archive of CompuServe forum messages from 1985 to 1995, as saved in transcripts by John Foust.
Search Results (75 messages)
thanks for the info-now I just hope I don't >wipe out< looking for that file on the Internet! >g< AP
#192578-
Hip/Pelvis bone 3d model
Message #194679
try Viewpoint Datalabs, 1 800 dataset AP
Martin, Has Metrolight developed a preferred method for importing Alias files into 3DS? I've been getting fairly unsatisfactory results using the .dxf file generated by Alias. AP
.DXF Import from Alias
Message #193229
Hello everyone, I'm having a hard time importing some .dxf files into 3DStudio from Alias Studio. They seem to have all their vertices, but many of the faces are missing or collapsed. Is there something I can do from within the .dxf file itselfto fix this? I remember it happened…
Great! Thanks. Andy
anim000.tif. Then i use Autodesk Animator ,"load pics as flic" this converts all the tiffs into an animation.> This is even worse than I thought! It's doable though- I wonder if there are any conversion utilities or scripts that do approximately the work of your little program out there? Andy
#Alias to .flc, .fli
Message #150731
Does anyone know of a utility that I could use to translate Alias animation files into 3DStudio flics? thanks, Andrew Paquette Epic MegaGames
wireless motion capture
Message #143650
Can anyone tell me the names and phone numbers of some Wireless motion capture vendors? thanks, Andrew Paquette Epic MegaGames
If Jonas still has the project file I sent him to test for an abnormal program termination error, then you can use it. hide everything. Unhide the "skull", "Jaw", "Chest", and "Uparm" (right or left) objects. The Skull has some unsmoothable faces on the top towards the back, the upper…
it works! Thanks., Andy
I'm beginning to agree with you (if for no other reason but that you seem so confident about this). If this is the case, does that mean I can't get any help on this forum and that I have to contact the dealer who sold me my computer? Is there…
I do, but we may be able to avoid going so far. I have just discovered that this (non smoothing of certain handfuls of faces) occurs only with faces which I built using the create/face/build command. Realizing that this relationship exists does not solve the problem for me, but maybe…
< Please, please, please address R4 questions to myself, Nik Grant[adesk] or Brian Rudolph[adesk]. > OK.
#Browse terminal error
Message #133143
I was testing out R4 today by first sorting through all the new IPAS in the PXP loader. I grabbed Tom Hudson's Image Browser, built an index, clicked on "view Image", and got this: (on a DOS screen) "heapmgmt. heap error {garbage text for 20 lines or so} cheap stack…
#interactive smoothing
Message #133142
How about edge "painting" with smoothing groups in an interactive window? Currently, I use the "View " PXP and select faces individually and then flip back and forth to get the effect I want, but it's pretty clumsy and doesn't work all that well. I think 3DS5 would really benefit…
#joint quirk
Message #133141
In the new 3ds, I have an object that I would like to set up joint constraints, but it seems to already be constrained from all movement in two axes, preventing me from setting up the constraints as I would like. I thought it might be locks in the key…
#R4 joints
Message #133140
In 3ds4, is it possible for an object to have a joint which is constrained by both the revolving and sliding joint values in the jointparameters box?
#has it crashed yet?
Message #133080
Please let me know if you got the files ok, even if you haven't had a chance to crash your system with them yet.
skin link on three sides
Message #132655
Consider the "x's" here as coplanar vertices: x x x x x x x x x the "x" in the center is shared by four squares. Extrude the squares for four rectangular prisms, each of which shares one side each with two other prisms. here, the "r's" represent vertices on…
That is exactly what happened at the SB I was using! What exactly did you do to get around it? Andy
Ah, I see.
In that case, perhaps you need to know a little about my system. I have: an Intel 486DX66 processor 16 MB RAM 340 MB Seagate HD 212 MB W/D HD Mustek Scanner DMA 3, IRQ 10 Media Concepts soundcard DMA 1, IRQ7, 22xh, i/o 220 Colorado tape drive DMA 2,…
I have one now, I've sent it to Jonah, so you'll see it soon Andy
#Abnormal program termina
Message #132252
From the IPAS "Optimize" program (which I love by the way), I get an "Abnormal Program Termination" error about one in five occasions (which is why I now save projects before using it). Any idea what might be causing this? Thanks, Andy
#Allocator error:invalid
Message #132251
I have come across the error message "Allocator Error: Invalid Handle" scrolling down a DOS screen from within 3DS every once in a while since getting 3ds almost two years ago. With my new purchase of r3 however, I'm beginning to notice that certain commands cause it to happen regularly…
It's not my Mac that I'm worried about . I don't have one, though I've considered picking one up just so in order to take care of any image translation problems myself, before it gets to the service bureau. It's the SB's Mac's that I want some measure of compatibility…
#Mac image files
Message #132153
I would love to have the ability to save images to a MacIntosh Image format. Currently, it is hell to get any kind of an image out of my computer and into that of a service bureau because they all use these dang Macs! Andy
Sam, Could you reccomend any good texts on the subject of range of motion and biomechanics? Thanks, Andy
#KF\display\pivots\all\
Message #132151
I would like to see a Display\Pivot\show\all command, as well as some more pivot related commands in the Keyframer to match the axis commands in the Editor.
#copying mesh with skin
Message #132117
Is there some way to modify/mesh/mirror [shift] in order to make copies that will also maintain skin and animation info? I am working on some character animation right now and am constructing half of each figure at a time, then mirror/[shift] to copy it for the full figure. Every time…
This being the case, I guess that the reason I was occasionally getting a mere 2d snap in the user viewport is that I wasn't actually close enough for the vertex to activate the snap, but was close enough that it seemed to work, so operator error.
Tim, before seeing your message, I had been using the user view as a 3d vertex snap, after seeing your message, I checked very carefully as I worked and it still seems like a legitimate 3d snap. I would be curious to know the results if you tried testing this…
Exactly so. But it is a bargain similar to a ten dollar can of compressed air that lasts for five minutes. An airbrush artist who can't afford a $200. compressor which can provide an unlimited amount of air can at least work with these little cans, but in the end…
When I bought the IPAs Disk #3 (Procedural Modeling), I assumed that these were things that didn't make it into 3DS2 but would be part of release 3 and which, out of innate graciousness, the Yost Group was offering prior to the release of v.3 and in this context I…
scrolling in 3d editor
Message #129683
This is the first place I looked for a solution, but it says: " Vertex snap works only on the 2d plane displayed in the active viewport…to snap two vertices in 3d space, either perform the action twice, using two orthographic viewports, or use vertex snap in the ususer viewport"…
No way, really?! In Release 4 even?
Ah! thank you! (my font just changed! How did that happen?) You see, I thought that skin skinned the sliced object in the order of their linkage and so I didn't even try that, but it does work, so thanks. Andy
It's simple really, how do I rotate the two middle slices of a four slice hierarchy without affecting the two slices on either side?
scrolling in 3d editor
Message #129517
How about it? This just happened again :-] As for the scroll lock problem, I just noticed on my 3ds3 hot sheet that there is a key I could have easily accidentally pressed that would indeed activate a scroll lock (or deactivate it, just to confuse me). The crash I…
Anchors
Message #129510
I would love it if it were possible to identify vertex (or face, or edge) "anchors" which would not move or be affected in any way as vertices/faces/edges attached to them are deformed. Such anchors would also be extremely useful in Keyframing (see my post in IPAS, "shoulder Joint")
shoulder joint
Message #129509
Visualiz if you will the following problem: A rectangle lofted along an upside down "U" shaped path with 2 steps. The resulting object is sliced for a total of four rectangular slices. The resulting slice objects are skinned and linked. The problem: rotate slices 2 and 3 without moving slices…
Edges, beveling
Message #129508
How about a feature where an edge can be selected, and then interactively split it and adjust the distance between the two edges using the former location of the original edge as an axis? This operation could be performed on a number of edges simultaneously, creating beautiful on the spot…
Memory Protection Fault
Message #129342
Please, if this happens again, keep track of all of your mouse clicks to see if you can come up with a reproducable case for the developers to track down.> I was talking about a different situation there, but when I went into 3ds3 again in order to optimize the…
Memory Protection Fault
Message #129342
Please, if this happens again, keep track of all of your mouse clicks to see if you can come up with a reproducable case for the developers to track down.> I was talking about a different situation there, but when I went into 3ds3 again in order to optimize the…
scrolling in 3d editor
Message #129289
#Memory Protection Fault
Message #129287
I was minding my own business working on a mesh when I decided to optimize it. I pressed "F12", clicked on "ok" for "optimize", selected an object, then clicked on "optimize" when the following happened: 1) My screen froze 2) The following message appeared in regular DOS format, overwriting only…
Edge selection
Message #129252
How about some modify/edge commands where "edge" is deformed, extruded, etc., much as a face or vertex?
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