#Platform Problems
I produce interactive training and games for the computer. Multimedia/cross
platform is not a buzz word but a reality for me. I mix 3D/2D animation along
with video capture in an interactive platform to get a point across or just
have plain fun. Now to get to my point.
I saw 3DS and was impressed by its professional animation quality and open
ended architecture for external routines. I went out that day and bought a DOS
system (I run Mac's.) just to run 3DS and all the Ipas routines. I have done
all the 3DS tutorials gotten all the after market books and did them and now I
am waiting for the Digimation tape series to arrive at my doorstep. So, as you
can see I am serious about using this product.
But I am running into problems. I would like to outline some of them. In turn I
hope to get some serious response to my opinions from real world users in my
field.
Playback is a big gripe with me and its inability to cross platform as well.
For example, I use Electric Image on the Mac. If I need to view my animation in
"real-time" I place it into the projector module and off it goes in basic real
time. This is a software application and NOT hardware.This means that I can put
my image out direct to beta without the time consuming and expensive frame by
frame method or purchase a high end transfer card. This way I do not have to
pass on the cost to the client and I can be very competitive in the market
place. But this is not so with 3DS. (I am aware of 7th quest and other 3DS
rendered game scenes. But start-stop animation is not what I need)
Now onto applying materials to an object. There is a saying "go around your
butt to get to your elbow" and 3DS does this. It can take 4 to 5 steps to apply
and register texture to an object. Where even in lower priced products you can
apply texture while viewing the object in a "rendered mode" and adjust it on
the fly.
The inability to view your materials at all times does not make sense. Again,
in most 3D software you have floating palettes showing you your tools and
materials available.
Cross platform is a big problem. Sure I can save in targa format and output to
Mac. But this means another time consuming step. Now I have to go through
DeBabblizer and render them into pics or quicktime. And even then I run into a
possible problem of a parsi burn or an "noise explosion" on one some frames.
Time is money and with clients that want the product now, 3DS does not cut it.
I REALLY want to use this product and like it very much. But I need to have a
product that is flexible and friendly to a multimedia platform. I need a
product that can play in a program such as Icon Author, MM Authorware or even
Director. But not in a Slow FLI or FLC format. I can not expect
my end user to have a 486, Pentium or a PPC just to get a "real time" feel.
Which means that I will not be able to use this product much unless I want to
spend time on it to make it work. 3DS has its strengths and this is why I am
not giving up on it. I am hoping Ver. 4 will incorporate improvements in the
areas that I have discussed. With the advent of lower priced 3D animation
packages that have ease of use and the ability to cross platform and play back
in "real time" viewing, I hope 3DS has taken notice.