CompuServe Messages

#Architectural Animations

    16-May-95 20:43:47
Fm: Jerome R. Kalisz 75233,3464
To: Ted Boardman 71022,3001
>> Excuse me for jumping in here, but I've found that for complex architectural elements 3DS is a much more powerful modeler. Oh, ok… I might have misrepresented myself in earlier comments. I believe I recognize the true capacity for 3DS' lofter to create complex ELEMENTS within architecture. Indeed, I have often sung the praises of 3DS' lofting capabilities, despite the limitations of accuracy in the shaper. INdeed, for archiotectural ELEMENTS, the snap/grid is usually sufficient. The limitations I encounter in modeling in 3DS are usually in the development of the building's superstructure and envelope. Dealing with the complex angles, precise angular measurements, precise curves, and sheer number of precise walls gets to be problematic in a shaper thats only accuracy is a snap feature. Though the lofter is powerful (and even the shaper iss powerful for more ORGANIC and freehand forms), I find even a basic, simple sshareware package to be necessary. The other problem I encounter is once I loft such shapes done in CAD, the trouble with booleans makes it exceedingly difficult to add fenestration, chamfers, and envelope character which couldn't be easily pieced together by lofting. Hence the desire to model in a more CAD accurate envirnment with functional booleans. >> The deform tools in the Lofter, in conjunction with multiple shapes on the path, let you create things like fancy chair legs and backs, picture frames/moulding, plumbing fixtures, etc., quickly and efficiently with no face flipping required. Agreed there. I wouldn't want to do WITHOUT 3DS for such mouldings, legs, woodwork, trim, columns, furniture and fixtures. That's why I wish that ACAD could perform booleans on imported 3DS meshes that 3DS itself can't handle. What's more, is then the 3DS lofted elements could then be combined with the ACAD superstructure of the building, etc… I don't know, perhaps ACAD 13 can do this, I just know that 12 cannot do much with a polyface mesh in the way of solid modeling. Heh – more reason for someone to generate a program to build CSG or BREP solid databases out of 3DS meshes! 🙂 >> Granted, if you need accurate arc radii you can do it better in acad, but will 1/100 inch snap resolution, lines can be drawing very accurately. True. Actual ACCURACY isn't a problem, as long as you're dealing with objects of such aspect ratios as to fill the screen at one time. When you're dealing with walls 100' long and 6" thick, then have a few 10-15 degree walls @ 50' or so, then a half dozen arcs of 25' radius that vary from 6" to 2' in thickness, you wind up having to zoom in and out so much it's very hard to keep track of absolute coordinates, unlike being able to draw a line at a certain angle and have it STAY that angle while you zoom in and calulate where you want it to intersect. Yess, it indeed can be done, but the more complex and irregular your building, the more work this can generate. 3DS' shaper is GREAT for certain things, not as great for others. >> Try experimenting with the deform tools and let me know what you think. I have an extensive acad/autoarch background, BTW, so I know how easy it is to resort to a comfortable workplace<G> — I agree, as well, that my difficulties are compunded by not being as accustomed to working with snap only and relying on deform tools, etc. A *LOT* can be said for proficiency. Not that I believe greater proficiency will cure are woes, but it can only help. You have very valid points about the elements, as I said earlier. I appreciate your input, and would welcome any other wisdom about modeling in 3DS you might have time to share. We might have a lot to talk about. Thanx! -JK