#More wishes for Bob…
Hi Bob, Just thought I would pass along this little list for 3DSr3…
Inverse Kinetics
– Gravity, Friction, Weight, Surface detection
i860 Support
– To give the the 80×86 enough kick to handle large models
with 100K+ faces
Built-in IPAS Interpeter
– To streamline the programming process for non-programmers.
Perhaps even some type of graphically oriented programming
interface that allows you to visually enter formulas for
surface variables with instant feedback in a preview window.
Character Animation Coordinator
– Set up character walking pattern, specify location to walk
to, specify where the character feet are, then have
3DS animate the walk and keep the feet stuck to the floor.
Set up joint bending restrictions.
Predefine standard character movements, Opening Door, rubbing
eyes, scratching head, tapping fingers, gestures. Then have
the ability to insert any of these defined movements at a given
frame.
Displacement mapping
– Physically displace vertices based on a 2D image
Keyboard Macros
– Allow users to records shortcut keys
Texture Map Proxies for applying mapping coords
– Show, sample of texture map in mapping icon
Network Distributed Rendering
– Aka NetRenderman, A TSR version and a Full CPU version (for
night)
Geographically based Sun illumination
– For accurate illumination and shadow studies of architectural
models
Software based VTR control
– Aka AIM-3D, to save the expense of costly VTR controllers
AutoTrace for Scanned Bitmaps
– So you won't have to run Corel Draw or Illustrator
Raytracing
– For Still images, and creating refraction effects
Full Support of the Renderman Spec
– Atmosphere Shaders, Exterior Shaders, Interior Shaders,
Motion Blur, Depth of Field, User selectable spline
type (Bezier, B, Catmull-Rom, Hermite), Patch Meshes with
adjustable splines, NURBs.