3D Exchange Standard
08-May-95 04:32:43
Sb: #11525-3D Exchange Standard
Fm: Tim Wilson [Crestline] 76432,1122
To: Scott Kildall 71333,42
John,
>>The pressure will be to market in the least-common denominator format, for
widest possible market share.<<
That's not what's happening right now, at all. Add-ons are coming out
in abundance for 3D Studio, and virtually nothing else.
Users of other programs like Imagine, Animation Master, TrueSpace,
Topaz, Strata, Inifini-D, Macromedia and other popular 3D rendering/animation
programs are getting practically NO NEW 3D UTILITIES AT ALL, because IPAS
routines only work with 3D Studio. And as you might guess, users of these other
applications aren't exactly pleased by this turn of events.
That's why I'm against the idea of plug-ins. Because it deprives many
3D artists access to new tools, and it's being used by companies like Autodesk
and New Tek as a tool of exclusion. If this is what they mean by “open
architecture'' then I'm not in favor of it.
If IPAS developers were writing all their programs as standalones that
output a standard file format, then practically any 3D artist could use their
products,… and they'd probably be making a lot more dough as well.
But without a more sophisticated 3D exchange standard this is basically
impossible. And companies like Crestline and other 3rd party developers will
have to go on creating a different package to go with each rendering program.
We'll have to design a plug-in for 3D Studio, a plug-in for Lightwave,
a plug-in for Imagine, etc, etc…. And we'll end up spending all of our time
doing ports to different packages, instead of concentrating on new projects.
I guess I didn't make my views on this clear earlier. I hope this helps
you to understand better where I'm coming from. To give you one last concrete
example: without a better 3D standard I doubt you'll be seeing any Humanoids or
KineModelz to work with MacroMedia products. That's bad for you and bad for me.
I'd like your users to have access to my models. If I have to resort to using
the DXF format, they aren't going to be nearly as good.
Now, if you're proposing some type of “STANDARD plug-in technology'',
which could work with ALL 3D programs, THAT might be an idea I can get behind!
Because it would save me a heck of a lot of work. I guess that's what
OpenInventor is all about.
>>What does this mean for the 3D plug-in development community? Will the
least-common denominator rule here too… will plug-ins be hobbled by the
desire to reach the largest number of animators? <<
I've already explained why I think a new 3D exchange standard is
preferable to plug-ins. If a _slight_ loss in facility is necessary to allow
more 3D users to have access to our products, then so be it.
But I don't think a 3D standard necessarily has to be the lowest common
denominator. A good standard can support very complex features, but not all
devs have to make use of them.
(switching gears slightly..).
>>>Most desktop 3D apps would be incapable of reading the standard RenderMan
geometry definitions… The reason most developers cite for not importing RIB
is the surface definitions. Again, current desktop technology is the limiting
factor: texture maps (invented by the president of Pixar, btw) rule the roost,
and the few procedural surface apps don't support the variety of function calls
found in the RenderMan Shading Language.<<
So then it's Pixar's fault that their RenderMan format wasn't adopted
as the standard, because they didn't design it to be downwardly compatible with
simpler 3D applications.
Again, I don't see any reason why a good 3D standard can't be designed
to handle both complex and simpler data transfer effectively.
-Tim