#AMAZING B-SPLINE MODELER
NOTICE**** ALL THOSE INTERESTED IN A 3DS-COMPATIBLE B-SPLINE MODELER ****
Incredible Freeform B-Spline Modeling System with Export to 3DS4.
Finally, a workstation-class Freeform B-Spline Modeling / Deformation System
with flawless export to 3DS. Import variable resolution triangle meshes for
use in the core 3DS system, or with other plug-ins such as BONES PRO, etc.. Or,
import just the B-Spline LATTICE for use with the Yost Group's SKIN / SLICE
routines! All lattices exported are completely compatible with SKIN / SLICE,
thus the parametric surface can be re-created and animated in 3DS. Also, the
parametric mapping coordinates are preserved for easy texture mapping. This
modeling system is unlike anything you've ever seen on a PC.
As a bonus, a very thorough book about Spline Modeling, which is part of a
larger book on using this modeling system, will be available soon, and will be
included with the modeling system. A sample rendering, a mesh, extensive
documentation, and a screen grab of the main interface is being uploaded to the
library here. CHECK IT OUT!
COMMENTS:
RealGirl.zip (uploaded to IMAGES section)
============
…long story short, I've been working with a company which is about to release
an amazing, very complete B-Spline modeler, and a book I'm writing on B-Spline
modeling with specifics related to this package. You may be interested to know
that polymeshes can be flawlessly exported to 3DS. But, what's really
interesting is that the *lattice* can be exported, and RE-SKINNED and
parametrically mapped in 3DS using YG's SKIN/SLICE routines ! RealGirl.jpg is 4
views of a racy female mesh in lingerie, which was produced using this system
in *one day*. The mesh is pretty simple for a human mesh (only 6500 or so
vertex lattice), but is quite effective. The lattice was re-skinned with
SKIN.axp, and the "lingerie" and other mapping demonstrates the precise
parametric mapping you can apply in 3DS.
**Anyone offended by a female mesh in lingerie should avoid this upload.** An
extensive text document is included which explains this new product. The
CONTENTS.txt/wri document included with REALGIRL.ZIP is a one-page summary of
the Table of Contents for the book, and the EXCERPTS.txt/wri document are
selected passages from just the *introduction* to the book.They are provided in
Windows Write format (best), or plain ASCII text formatted for the 3DS text
editor at 800×600. A grab of the main interface screen that I created is also
included, but you can create your own if you like.
GirlMesh.zip (uploaded to MESH/PROJECT FILES section)
============
GirlMesh.zip is the actual 3DS Skin lattice mesh project after importing and
applying Skin.axp. Note that the mesh was not really built to be animated,
requires YG's SKIN.axp, and does not include the maps (sorry). But you should
check it out.
Here's a little blurb, but *much* more in the upload:
The program includes a workstation-class quadric B-Spline Modeling &
Deformation System,
unlike anything ever to appear on the PC platform….in some cases, on any
platform. And,
the meshes can be exported to 3D Studio as std. triangle meshes, or export just
the spline
mesh' s CONTROL LATTICE for use with the Yost Group's SKIN & SLICE routines!
Yes,
the exported control lattices are completely compatible with Skin & Slice,
allowing
re-creation of the parametric surface within 3D Studio. Use SKIN to read the
lattice and
generate a B-Spline or Catmull-Rom Surface, and use SLICE to re-create the
cross-sections.
The cross-sections can then be linked to a dummy skeleton, and animated with
Inverse
Kinematics, or via the conventional Foward Kinematics system. No need to worry
about texture
mapping these imported lattices, as parametric mapping coordinates can be
applied with a
single mouse-click, which results in surface contour mapping as if the mesh was
lofted in
3D Studio with mapping coordinates on.
You have complete control over the desired resolution for the exported mesh or
lattice.
You can even specify whether the SLICE routine will re-create horizontal or
vertical
cross-sections. Since the lattices are composed of a minimum amount of
vertices,
further refinement in 3D Studio is made much easier. If you like, you can also
export
just individual cross-sections for import into the Editor, or the 2D Shaper.
You can use
the exported meshes, with optimizations applied inside the program, as an
ideally structured
object for applying Digimation s BONES PRO deformations, via a user-defined
skeltonal control structure. There are other features which assist one in
easily creating
contour strings of spheres for Metaballs, and other such desireable procedures.
Constuct 3D freeform curves quickly and easily by placing control points or
knot points.
The curve is displayed as you construct it, or just display the control
lattice. There are
ample controls for defining the resolution of the mesh s rule lines, viewing
knotpoints,
curve direction, start point, etc.. Snap-to COG s, points, and grid assist in
constructing
precision models. Points can be defined interactively, from numeric input, or
procedurally – using the native Programming Language.
The extremely powerful and extensive Linear & Non-Linear Transformations
& Deformations are quite unique, and so simple to operate. There are no special
routines or other preparations such as FFD lattices, magnets, etc. which must
be
employed. Using just 2-3 mouse clicks, you can perform these operations on
Curves,
Meshes, or just Selected Control Points.
The program' s asynchronous design allows zero wait-state operation, therefore
starting new operations does not affect existing operations in the background.
You can
literally design your own interface, save variations for specialized
situations, and re-
load anytime as needed in a session. While the program includes a full-featured
Raytracer,
you also can produce scanline-speed, parametrically raytraced, smooth shaded
object
previews in seconds. This program also features a complete physics-driven
Procedural
Animation System, as well as Macro Recording, and a complete Programming
Language. These features can be used to assist in modeling operations as well.
For
example, using control curves to define the profiles of a mesh, you can sweep a
cross-
section along these "rails" over time. A new cross-section will be created
and
positioned for every frame, which is constrained by the profile curves. This is
similar to
3D Studio's Deform/Fit, but potentially more powerful.
The program also includes a very complete set of Quadric Primitives, as well as
a
complex Compound Quadric generator. Boolean operations can be performed on these
true mathematical solids, a B-Spline skin applied using the various
Shrink-Wrapping
methods, and then the mesh can be exported to 3D Studio in various ways. A
bitmap, or
the built-in Fractal Generator can be used as a Displacement Map to shape a B-
Spline mesh. There are also procedural routines which can place a large number
of
objects on a surface, or to fill a volume defined by a surface.
There are many more features too numerous to mention here, plus as mentioned,
it
includes a Physics-based Animation System, Materials Editor, sophisticated
RayTracer, and a Programming Language. Coupling this fabulous Modeling System
with flawless Export capabilities as mentioned above, with 3D Studio's very
popular
and powerful system, provides a combination which is hard to beat on any
computer
platform. 3D Studio users have requested such a system for some time,
and finally…..it s available!
OFF THE CUFF: I have been working very closely with this company, helping to
develop this product and document it's use adequately. I'm going to be very
honest with you…While the first version (2.50) available soon for $595
(including the book) is not perfect as specified, it is *almost* perfect, and
completely blows away any modeling system on any non-SGI platform. There is a
full-credit upgrade to 3.xx, which takes another step toward perfection for
just a little more money, and work on 4.xx will commence this summer, and will
included NURBS. It is my goal to achieve **better than** ALIAS-quality spline
modeling on a PC with 3DS geometry compatibility, and by the time 4.xx is
released, I believe that goal will be achieved. It's pretty incredible right
now, and features much more than I'll attempt to mention here.
DOWNLOAD THE FILES, AND CHECK IT ALL OUT!
For specific pricing, availability, etc., contact Adam Godfrey @ CIS 73544,3103
Or, I'd be glad to accept inquiries or E-Mail myself, regarding the *content*
of the software or the book.
Regards,
Bill Batchelor (M.G. Batchelor @ CIS 71532,1214)