#Version 3 New features!
13-Feb-95 20:05:34
Sb: #Version 3 New features!
Fm: Steve/HASH, Inc. 74431,3563
To: Richard Ryznar 70741,2673
Version 3 New Features February, 1995
Over a year has been poured into this new version. It is a complete rewrite in
C++ to accommodate an integrated interface. Below is a slight description of
the new features I can remember. I hope you will be as pleased with it as I
am.
Action Overloading – applying layers of Actions to a character so that it can
"walk", "talk", and "clench" its fists simultaneously.
Stride Length – helps a character's feet and an automobile's tires stop
slipping.
Integrated Interface – adjust your Actions and see the changes in Direction
immediately.
Flat Shading – helpful in getting Decals just right while shuttling back and
forth to a paint program.
Gouraud Shading – see Quick Renders faster and smoother.
Phong Lighting – see those Quick Renders with specular highlights.
Bound Rendering – Quick Render or Ray Trace only a portion of the screen.
Flatten – unroll a segment before applying Decals.
Action Range – choose only a range of frames, Hold, and Wait, from an Action in
the Action List.
Faster Interface – prepared for GL (Graphics Language) hardware accelerators
also made non-GL operation faster.
NT Support – runs on different NT machines, including: Alpha, MIPS, Pentium,
etc.
Unattach – disconnect "attached" points while modeling.
Insert Control Points – automatically adds control points to those hard to get
to splines.
Global Axis Translates – option to move control points in world space instead
of screen space.
Skeletal Frames – save and open single Skeletal keyframes.
Perspective Modeling – option to model while viewing the object in perspective.
Multiple Windows – have two action windows, or set up three modeling windows in
a traditional tri-view layout.
Dragable Panels – put the panels anywhere you want on the screen or hide them
completely.
System Color Dialog – uses your platform's standard 24-bit color dialog to
choose and change colors.
Simplified Operation – tools changed to operate in a more "standard" fashion.
Save Interface State – choreographs maintain their window's layout for next
use.
Faster Rendering – Ray Tracer and Quick Render both substantially faster.
Transparency Averaging – another form of transparency calculation now extended
to all objects.
Rotoscope facial movement in Muscle with sequenced backgrounds.
Proportional Zoom – finer zoom control in Direction.
Centered Turn – turn about the local coordinate system.
TV Safe and Title Safe indication.
Cross Platform operation simplified.
Better memory utilization.
Image Maps are antialiased.
Hybrid Keyframe/Path animation – get the best of both world's with "Fixed Frame
Control Points" on Paths.
Frame Control of Animation Maps – so that image maps can cycle, skip frames,
hold, wait, or "ping pong".
Morph Along Path – a Character can distort its shape to fit the Path its on as
it moves along.
Vector Drawing – another drawing option for speed.
Hide Paths in Direction for better visibility.
Fixed Kinematics Lengths – makes kinematics even more valuable.
Kinematics Anchoring – to lock masses in space while adjusting the rest of the
Character.
Improved Motion Blur, Antialiasing, and Soft Shadows with "nine pass"
rendering.
Motion Capture – directly supports Polhemus motion capture sensors.
Nested Hide – hide more points when some already hidden.
Steve, Hash Inc