#Future Yost IPAS list?
18-Feb-94 10:15:38
Sb: #84710-#Future Yost IPAS list?
Fm: David Rhoten 71450,2654
To: BITS 100013,2760
Here it is!
>> 83298 S3/Autodesk 3D Studio
>> 12-Feb-94 10:46:10
>>Sb: #83103-#Animation:Master specs
>>Fm: Yost Group 76702,413
>>To: John Wilson 72674,2643 (X)
Actually, when it comes to Yost Group IPAS stuff, I've got absolutely
no problem talking about it before it's released. I'm not a publicly
held corporation, and nobody really cares what I say about my own
software.
That said, there are going to be two new collections of IPAS3 routines
from us in April… One from Darrel & Jeff Anderson and the other
from Rolf Berteig. Here's a synopsis:
D&J's disk:
SCATTER.PXP: Particle system arraying tool. Uses a distribution
object for the arraying surface and source objects (or object
groups). Example… you've got a head and you want hair growing out
of it. Use the head as your distribution object and a strand of hair
as the source object. Apply random rotation, scaling and chaos to
the hair, and scatter will make as many copies as you want, aligning
the hair to the normal of the head surface. Another example would be
aligning trees, cows, houses, or whatever to a topo surface. Great
for fields of things, like grass, etc. Of course, like all of our
IPAS3 routines, you actually see all your objects inside the
routine's dialog and can do real-time previews of the effect, rotate
around the objects, etc before you actually commit to it.
DEFORM.PXP: Free-form deformation tool… builds a lattice, lets you deform
it, then deforms the object, etc. Has a few IPAS3 niceties that let you do
some unusual things for FFD's.
VAPOR.AXP: All-purpose particle system smoke, gas, steam, etc. Very very
sensual.
FIRE.AXP: Real 3D particle fire.
A few other SURPRISE axp's…
Rolf's disk:
SPATH.KXP: This is a 150K+ application… the largest IPAS routine
we've ever done. It's primary purpose is to allow easy velocity curve
editing for position and rotation keys. Draw bezier splines for the
velocity over any number of frames and it applies that curve
precisely. Includes a velocity curve librarian so you can store an
infinite number of curves with each object. Of course, it lets you
do REAL-TIME (precise real-time) previews of motion before actually
applying anything. You can use inches/feet/miles and
seconds/minutes/hours as units, so it's good for forensic work. It
also does automatic key reduction. Plus, it has a huge path
fractalizing subsystem so you can apply fractal motion to the
position or rotation tracks. There are also simple macros for things
like constant accelleration and constant velocity.
KEYMAN.KXP: This is a keyframe librarian. Basically, it lets you
store an infinite number of named 3DS keyframe sequences inside of
any object, so you can play with different timings and things and not
have to worry about redoing anything or losing anything. This'll be
especially valuable once other KXP's come out that do procedural
motion, such as Positron's dynamics package that'll be coming out
this summer. Run a simulation, save the keys, and then run another
simulation. Then, without having to re-simulate, just re-load the
last simulation's keys. Keyman.kxp also does adaptive key reduction,
just like spath.
DIPLACE.PXP: This is the displacment modeling tool that I mentioned
earlier. It's a highly-interactive application that lets you load
bitmaps for displacement or has a built-in fractal subsystem if you
just want to do fractal surface perturbations. Once you load a
bitmap, you can visualize the displacement in real time as you move
the mapping icon over the surface of the object. LOTS of options here
for effects, and it even does adaptive tessellation and object
simplification.
SIMPLIFY.PXP: If you _just_ want to do object simplification, this
routine lets you pump an object in, and get a lossy or loss-less
simpler object out.
There ya go,