CompuServe Messages

#EX AMIGA

    21-Oct-94 18:02:06
Sb: #130473-#EX AMIGA
Fm: John Tissavary 71054,15
To: ROBERT RITGER 75050,2255
I'm so glad you asked…. I have also been involved with Real3D since last year, being a beta tester. Bill and I had many phone conversations about Real3D, and most of them we were shaking our heads wondering why the programmers felt they could release a product that was so boneheaded and cumbersome interface-wise. problems (a few…): 1) one has to press the respective function key EVERY SINGLE TIME one wishes to perform the operation. If you want to move a CV, you have to push the "move CV" button. Makes sense. If you want to move another CV, or the same one again, you HAVE to push the "move CV" button each time again, no matter what. Hot keys make this a teeeeeeeeeeeeny weeeeeeeeeeny bit less frustrating, but it still causes unbeleavable wasted motion. 2) Inverse Kinematics is totally unuseable, IMHO. While it does work (more or less), it is not possible to assign constraints other than friction, so elbows can rotate 360 degrees, etc… This is not the way it's supposed to work, and the Yost Group IK IPAS is infinitely superior, and worth the price of Real3D alone, IMHO. 3) setting user windows is a royal pain in the butt. There are defaults, but if you don't happen to like them, although it is totally possible to set the windows any way you want, I found it very time consuming and frustrating to do so. 4) rendering is too slow, and under any sort of _speedy_ raytrace settings it doesn't look 1/4 as good as 3DS. If you crank the settings up to take advantage of the raytracer, you'll grow a grey beard before your animation is finished, unless you're happy with chrome balls floating above checkerboard planes. Great Compuserve Image of The Month program <g>. 5) The export filter is all but useless, unless you're planning on going out to a spline based CAD package that can read spline info DXF's. 6) Screen redraws on large models are EXCRUTIATINGLY slooooooooooooooooow. I've got a superfast windows card (MGA 4meg) and running in anything over 640x480x8bit (why use windows if this is the only useful rez?!) slows things down much to much. 7) setting a keyframe is about as simple as breaking into fort knox. In my beta version there wasn't even a way to set keyframes – one had to write out morph targets! They wanted to release the software like that! We screamed and yelled, and I guess on this one they listened… but 3DS' method is much more direct. 8) Interface sucks. Interface sucks. Interface sucks. Interface sucks. 'Nuff said. 9) I crashed it quite a few times. I haven't crashed 3DS since I got all the memory managment bugs straightened out (two years ago). There are plenty other reasons I don't think this is a productive package in a buisness environment, but you can see for yourself if you like. I'll sell you my copy of Real3D, with original installation disks and printed manual (release version) for many hundreds less than you can get anywhere else. I'll even call Adam Godfrey (realsoft north america) personally and make sure you get full support. But full support in Real3D didn't mean much to me. I just want to add that I think you overreacted severely about R4 and the "subject to change" feature list. I don't understand how you could have missed the "subject to change" thingy? It's on all feature lists of unreleased software, as well it should be. Things happen, and not all features can make it into a final, bug free version. IMHO, spline patch modeling is of severely limited use, VASTLY overestimated by many people on this forum, maybe because it contains the buzzword "spline". You would probably have used it 10% of the time compared to lofting, primitives, and 3D editing, and you would have been very disappointed. If you think moving vertices is tedious, there are plenty of vertices to be moved in spline modeling. As a matter of fact, in spline patch modeling it is the only way to make a model, unless your model happens to be a flat peice of paper, or a cylinder. Think about it: each patch has something like 16 CV's. The more detail you want in your model, the more patches you will need to increase the model's resolution, the more CV's you'll have to push and pull. It's JUST like vertice editing. The biggest advantage of splines would not be available in a patch modeler like the one that was to come with 3DS, and that is the ability to draw a series of curves and skin or patch them. These functions are part of a more complete spline package. Real3D does have these features, but they are implemented in such a way as to be unuseable to MOST people. I have seen some good work done in Real3D, but not that much. Real3D would have been a great tool had the programmers put one iota of effort into clever interface design, which, IMHO is just as important as juicy feature lists. If Real3D could have a better implementation, and export models to 3DS, I probably wouldn't offer to sell the program to you. If you're interested, e-mail me. If you want, give me a ring and I'll tell you all about real3D. John Tissavary | LUNA cie, inc