#Architectural Animations
16-May-95 20:43:47
Sb: #170245-#Architectural Animations
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