CompuServe Messages

#Real 3D

    28-Jul-95 10:36:21
Sb: #182554-#Real 3D
Fm: John Stetzer 73532,2247
To: albert waltner 70137,2777
>>1) Do you have the "Special Real 3D version for 3DS users" as described in the Partner Catalog? I believe it is a dongleless version of the 2.5 software, w/the modelling book Bill's working on when he gets it done. >>2) Do you (or can you) use the texturing ability of Real 3D for rendering in 3DS? Or is texturing not in that version? if you mean by texturing procedurals, no. If you mean mapping coords, yes under specific circumstances. The alien, for example, was designed for use w/the skin IPAS. You can export the control lattice of an object from Real, and use it w/the skin IPAS; when you apply mapping coords, it will treat them at render time as lofted mapping coords (unfortunately, Meshpaint will use the mapping coords as you applied them, so you can't properly paint the mesh itself). The alien is a skinned object and only the maps that came w/3ds were used in texturing (except for the eyes). The head, for example, uses ISTONE2.CEL as the base image for the main texture. >> 3) Is the JWSalien.jpg something that you have/will animate. If so, do you just model in Real 3D or do you go back and forth between 3DS and Real 3D for the animation? Perhaps use Bones Pro once a model is made? The alien was design for use as a still image creature; no reason that he couldn't be animated though). Truthfully, I prefer to use 3DS as my animating tool, and Real strictly as a modeler. The only time I would use Real as an animation aid would be for use in creating a series of morph targets for use in 3ds. One of their example files, as an example, is an Abyss-like pseudipod (sp); I brought the series of morph objects into 3ds, reset the x-form of the objects by attaching/detaching them to an object (so they would morph from the first object, as opposed to from each objects center), and successfully recreated the animation. I did export the hand as a mesh object in a seperate file and set it up for use w/Bones Pro; it worked quite well, w/none ot the 'cracking' I heard that happens w/exported Animation Master objects. Anyway, I prefer to use 3ds's tools for my animations, and I do prefer 3ds's rendering engine. As a FWIW (just based on my experience); as a comparison between Animation Master and Real, A:M is easier to use and has a shorter learning curve; Real has a_lot_more power, though it takes a bit longer to get good with. Bill's book should shorten the learn curve by quite a bit, tho'. >>I both liked and disliked the alien since he/it looks like an old boss that did not like nor treat me well. <g> :^). John Stetzer JWS